howandwhy99
Adventurer
It may seem like a cop out, but it really does work both ways.
Imagine a game where the action is about throwing a ball up in the air and catching it. Dull, simple, and repeated over and over and over and over... you get the idea. However, the rules meticulously cover seemingly endless amounts of detail in what at first glace appears like a "5 seconds and out" story. This is what happens when the depicted situation goes overboard in determining the rules generated for it.
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And the reverse can also go wrong. We have a tight knit game where all the rules are time tested and balanced, but the actions depicted are jarringly inappropriate to the rules. Imagine playing Chess where each of the pieces are soccer players. The game supposedly represents tabletop soccer, but there is no ball, no goals, no forwards, no goalkeeper. It plays just like Chess, we've simply decided to call the pieces by different names.
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To really hit the sweet spot pretty much any RPG wants to "keep it simple", but "allow the rules to represent and drive the action". It's a tough balance, but it can be done.
Imagine a game where the action is about throwing a ball up in the air and catching it. Dull, simple, and repeated over and over and over and over... you get the idea. However, the rules meticulously cover seemingly endless amounts of detail in what at first glace appears like a "5 seconds and out" story. This is what happens when the depicted situation goes overboard in determining the rules generated for it.
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And the reverse can also go wrong. We have a tight knit game where all the rules are time tested and balanced, but the actions depicted are jarringly inappropriate to the rules. Imagine playing Chess where each of the pieces are soccer players. The game supposedly represents tabletop soccer, but there is no ball, no goals, no forwards, no goalkeeper. It plays just like Chess, we've simply decided to call the pieces by different names.
[sblock]
To really hit the sweet spot pretty much any RPG wants to "keep it simple", but "allow the rules to represent and drive the action". It's a tough balance, but it can be done.