aia_2
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This morning i wanted to post a thought on this thread which draw my interest:
www.enworld.org
But then I thought i would have gone OT because of a "parallel thought" not centered on the discussion: I am aware that this is a question posted by a single user, but the boards are plenty of threads where the discussion among light-rules vs d&d-esque (i.e. large hardback tomes) is ongoing... Along with this, I also consider the studies of the lower and lower capacity of keeping the concentration of the human being (the most recent say it is nearly a couple of minutes!)...
I have the feeling that the mainstream is already drawn and there is no way to foresee a different direction in the long run: rules KISS-style, few indications on a nearly do-it-yourself setting so that everyone can spend less than 1h of time e get ready to play...
This would lead to some consequences:
1. D&D will for sure need to change (and follow the mainstream) or die
2. There will be no difference between players and masters (i.e. the rule book works for every one!)
3. Any game made this way will seem "light" but as a matter of fact there will be plenty of supplements to fill all the gaps left in the set of rules (similar concept of the current D&D business model: book of monsters, book of additional rules for classes, book of setting, book for specific topics like downtime, ect)
4. The discussion about the perfect game will keep on going: no one will be able to define what is best because we will always tend to a 60-page book, with everything inside, concise and precise and possibily good artworks...
Last additional point (self centered): i am really interested in such a discussion as i am writing my S&S game, it is more than 200-page long... This means 100 pages (the layout is digest book) but there no or litte artworks so far... It is hard to fulfill all these requirements!

Best/Favorite Thin RPG Core Book
What is your favorite "thin" RPG core rules? That is, core rules in fewer pages than a big fat hardcover (or three!)? I think RPG core rulebooks are entirely too long. I think you could do even modern D&D in 100 pages, tops, if you wanted to (just as an example). I want to try something new but...

But then I thought i would have gone OT because of a "parallel thought" not centered on the discussion: I am aware that this is a question posted by a single user, but the boards are plenty of threads where the discussion among light-rules vs d&d-esque (i.e. large hardback tomes) is ongoing... Along with this, I also consider the studies of the lower and lower capacity of keeping the concentration of the human being (the most recent say it is nearly a couple of minutes!)...
I have the feeling that the mainstream is already drawn and there is no way to foresee a different direction in the long run: rules KISS-style, few indications on a nearly do-it-yourself setting so that everyone can spend less than 1h of time e get ready to play...
This would lead to some consequences:
1. D&D will for sure need to change (and follow the mainstream) or die
2. There will be no difference between players and masters (i.e. the rule book works for every one!)
3. Any game made this way will seem "light" but as a matter of fact there will be plenty of supplements to fill all the gaps left in the set of rules (similar concept of the current D&D business model: book of monsters, book of additional rules for classes, book of setting, book for specific topics like downtime, ect)
4. The discussion about the perfect game will keep on going: no one will be able to define what is best because we will always tend to a 60-page book, with everything inside, concise and precise and possibily good artworks...
Last additional point (self centered): i am really interested in such a discussion as i am writing my S&S game, it is more than 200-page long... This means 100 pages (the layout is digest book) but there no or litte artworks so far... It is hard to fulfill all these requirements!