Umbran said:
I'm not sure that it would, though. More realism does mean it's closer to the real world. But it also generally means more complex mechanics, because the real world is a complex place.
So, you save in terms of conceptual prep, yes. But you lose on the need for game-mechanics prep.
That hasn't been my experience. My experience is that so long as the game doesn't imply unrealistic things you can use common sense instead of rules, and therefore that a realistic game can have simple rules. The thing that generates irreducible complexity is unrealistic features, because the GM and players can have no common sense about what no-one has experience of, and therefore the whatever-it-is has to be described in detail.
For example, it is fairly easy to write workable rules to include guns in a game, because possible players know a lot about what guns and bullets do. High-tech devices and magical spells, on the other hand, require more complex rules: who has any intuition about what Ingel's Awful Withering does? That's why a fantasy game has a big-to-huge section describing exactly what each of hundreds of spells or magical applications does, where a realistic game has a few pages of general rules and a table or two. And that in turn is what makes realistic games easier to run without study than D&D.
All of which is not to say that the effort of learning D&D might not be a fair price for what it has to offer. YDWYDWP.
Regards,
Agback