@SableWyvern
My view on trust is that I categorize trust in multiple fields...
My buddy RMQ I can trust with my car, i can trust with my phone, but I can't trust him to pay back $5... And his approach to rules is much too lax for me as a player to be comfortable; I can trust him to piss me off when he's the GM, so I haven't played in a game he's run since 1990...
My former neighbor MM, I can trust him with gaming books for up to a week. But I can't trust him to run the game he claims to run, neither to use the rules claimed, nor to be fair. I also cannot trust him to actually play the species in game by the rules of that campaign instead of what he thinks they should be. So, he's not been in one of my games since 3 sessions in, and yet, he has allowed me to proctor character gen for his Rolemaster game. And 2-3 of his 4-7 players would be generating new RM characters weekly. I can, however, trust him with "$20 until payday"...
When it comes to GMing, I see the rules as a contract. Since most don't, I have to assume they're lying about the rules in force until I see that they're using the rules agreed upon. At which point, I start to extend a little trust. The more I see the game being handled in a manner I approve of the more trust I have in that GM.
If I don't play with people I don't trust, I can't get to trusting them, and that becomes a block to not being behind the shield.
And I roll in the open so players can see what I'm doing, unless the rules explicitly call for hidden rolls, or the players complain about it unanimously. (I had players complain about me rolling in the open in a D&D 5 adventure at a con. Not all. I pointed out that very few rolls are required to be hidden.)
I don't expect players to trust me on rules; I'm fine with limited in-session or more deep post-session discussion of rules... because I see the rules as a contract.
one of the other users round here has first hand experience of me retconning because I mishandled a rule, and of me not retconning, but correcting my interpretation for later use... (which is determined by whether or not the mishandle is in player favor. If it was, no retcon. )
So, when I get to play, I don't expect to trust the GM to use the rules appropriately nor to be fair until I've experienced their GMing. One of the players in my weekly store game I'd not want to play in their game - they're at the mix-n-match D&D+Rifts+something else in a fluid hybrid of ever changing rules... that would drive me off the tall end of the cliff...
But this is a tangent.
bringing it back towards rules vs crunch...
Some of the crunchiest games I've run, ones where the mechanics are in your face ALL THE «bleep»ing time, have been fairly simple rulesets...
- D&D BX played the way we played in the 80's — a narrative wargame of dungeon clearance, completely unlike what several OSR types publishers of younger generations claim to think was standard in 1981...
- Rolemaster: the core mechanic is simple; the tables to apply it across a wide field of endeavors are only 2 pages for non-attack non-spell actions most of the time. But the tables for combat and magic make it a lot of referencing. SImilarly Spacemaster, MERP, and Cyberspace.
- Starships and Spacemen - it's got five simple mechanics of player note, and they're used a lot:
- 1d20 ≤ Attribute, (to hit ranged and most other att/skill uses)
- 1d6+Attribute (melee) opposed with results from a short table,
- spending ship's power (to do a variety of things)
- marking damage against ST, until 0, when you die.
- using a computer to ask 1d6 questions (+1 more if a science officer) of either yes/no or of single number
- MegaTraveller - the task system is used a lot, and it's the core mechanic of the game. Combat adds 12 pages of equipment tables, and 3 pages of actual combat mechanics. Plus the 6 pages of task system. (The earlier version for use with CT had a 2 page presence
To answer
@Umbran 's question about "Standard Dungeon Raiding Parties" - the type of party encouraged by having adventures that have little story and lots of things to kill remorselessly, often fueled by GM misinterpreting "Defeat" as "force to surrender or die" and the assorted advice in Dragon in the early 80's. And it's the type of party that KODT features as the archetypal (yet exaggerated) humorously bad groups. A good number of DDAL adventures for seasons 1-3 were of the "Kill them all and take their stuff" mode of play; it's a style I've heard of anecdotally from most of the free world and all generations.
It certainly was a supported style. It wasn't the only style of the era, either, but it was, due to access, the style of D&D I was able to encounter; Traveller lead me to story mattering.