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*TTRPGs General
How much complexity is right for you?
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<blockquote data-quote="Verdande" data-source="post: 5203540" data-attributes="member: 69093"><p>Oh, no, of course not. I didn't mean to suggest it was; I was just wondering, as a general rule, how much complexity one likes in a game. I remember one poster on a forum asking publicly how they could enjoy such a complex one as being discussed, and another responded that they simply could not enjoy such a simple one! My question is in more of that vein than of a lumping together a tactical complexity with a rules complexity, although they tend to conflate in many games.</p><p></p><p></p><p> </p><p>In my view, nothing. The only game I'd ever seen it done with any sort of utility was the Warhammer Roleplay series of games, where it's more of a flavor thing that sets the tone; you could lose an arm with an unlucky hit, or lose your head. I always liked the fact that both of those results were possible.</p><p></p><p></p><p>This is the reason I posted my generalistic question online- I'd never thought of going in that direction, and it could be really interesting. Thank you for the brain food!</p><p></p><p></p><p></p><p>This is more or less what my game's stat tracking ends at. It keeps track of the wounds you've taken, and one has only a small handful. Condition and danger are linked, naturally; the more wounds you've taken, the more the next one hurts, until you eventually bite the bullet and go down. Matter of fact, it's the one part of my game that I really like. The rest can be changed, but I like how I've got damage tracking done. I'd honestly be surprised if nobody else has used it yet.</p></blockquote><p></p>
[QUOTE="Verdande, post: 5203540, member: 69093"] Oh, no, of course not. I didn't mean to suggest it was; I was just wondering, as a general rule, how much complexity one likes in a game. I remember one poster on a forum asking publicly how they could enjoy such a complex one as being discussed, and another responded that they simply could not enjoy such a simple one! My question is in more of that vein than of a lumping together a tactical complexity with a rules complexity, although they tend to conflate in many games. In my view, nothing. The only game I'd ever seen it done with any sort of utility was the Warhammer Roleplay series of games, where it's more of a flavor thing that sets the tone; you could lose an arm with an unlucky hit, or lose your head. I always liked the fact that both of those results were possible. This is the reason I posted my generalistic question online- I'd never thought of going in that direction, and it could be really interesting. Thank you for the brain food! This is more or less what my game's stat tracking ends at. It keeps track of the wounds you've taken, and one has only a small handful. Condition and danger are linked, naturally; the more wounds you've taken, the more the next one hurts, until you eventually bite the bullet and go down. Matter of fact, it's the one part of my game that I really like. The rest can be changed, but I like how I've got damage tracking done. I'd honestly be surprised if nobody else has used it yet. [/QUOTE]
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How much complexity is right for you?
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