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Reducing Options to Increase Fun
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<blockquote data-quote="Doug McCrae" data-source="post: 5257404" data-attributes="member: 21169"><p>It would be good if rpgs had some system of concealing complexity until you need it. As if all you see in the book is acrobatics until you 'click' on it to reveal more options. Much easier to do with software than a book.</p><p></p><p>There could be three or four different systems for combat, of varying degrees of abstraction. Highly detailed for the final battle versus your arch-nemesis. Highly abstract for wandering monsters, mooks and minions.</p><p></p><p>Big Eyes, Small Mouth does this to a minor degree. There are only three stats - Body, Mind and Soul. If you want a character that's less strong than Body would indicate, then you have to specifically call that out. It's rather a clumsy implementation imo but the idea is interesting.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5257404, member: 21169"] It would be good if rpgs had some system of concealing complexity until you need it. As if all you see in the book is acrobatics until you 'click' on it to reveal more options. Much easier to do with software than a book. There could be three or four different systems for combat, of varying degrees of abstraction. Highly detailed for the final battle versus your arch-nemesis. Highly abstract for wandering monsters, mooks and minions. Big Eyes, Small Mouth does this to a minor degree. There are only three stats - Body, Mind and Soul. If you want a character that's less strong than Body would indicate, then you have to specifically call that out. It's rather a clumsy implementation imo but the idea is interesting. [/QUOTE]
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