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<blockquote data-quote="GMMichael" data-source="post: 6289178" data-attributes="member: 6685730"><p>Sounds highly subjective. And similar to the search for the One True System. Yet intriguing...</p><p></p><p></p><p>This requires either a 3-page rulebook, or rules that are simple enough to grasp in every player's head.</p><p></p><p></p><p>Perhaps...a rules-summary card? Like that in Three Dragon Ante?</p><p></p><p></p><p>Again, OTS. Either a system is so rules-heavy that there's an optional rule for <em>everyone</em>, or it's short and flexible enough that players can make judgment calls that seem fair. Yet, some people would call those judgments "house rules." Or GM tyranny.</p><p> </p><p></p><p>Or a battlemech system that has technical tables for big, technical robots? I know D&D 3.5 has a decent feel to it, but that feel dwindled when Pathfinder doubled the size of character sheets (even while eliminating some skills and streamlining combat maneuvers).</p><p></p><p></p><p>You mean, like one skill system that applies to all skills? Instead of a fixed progression, varying by class, for attack bonuses? Or instead of a thievery table, usable only by thieves, that uses percentage scores instead of a d20 system?</p><p></p><p>I think rules-light systems are more in danger of breaking this rule than the heavies, just because it's hard for a rule (or subsystem) to feel out of place in a sea of rules.</p><p></p><p></p><p>Hard to do in a roleplaying game, because roleplaying games are expected to do so much. You know what games feel seamless? Monopoly. Chess. These games give you satisfying rules, but limit your experience in exchange. If you make the experience limitless, every player is going to want a slightly different experience, and then it becomes very difficult to satisfy everyone.</p><p></p><p>But to answer the first question: I'm working on it.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6289178, member: 6685730"] Sounds highly subjective. And similar to the search for the One True System. Yet intriguing... This requires either a 3-page rulebook, or rules that are simple enough to grasp in every player's head. Perhaps...a rules-summary card? Like that in Three Dragon Ante? Again, OTS. Either a system is so rules-heavy that there's an optional rule for [I]everyone[/I], or it's short and flexible enough that players can make judgment calls that seem fair. Yet, some people would call those judgments "house rules." Or GM tyranny. Or a battlemech system that has technical tables for big, technical robots? I know D&D 3.5 has a decent feel to it, but that feel dwindled when Pathfinder doubled the size of character sheets (even while eliminating some skills and streamlining combat maneuvers). You mean, like one skill system that applies to all skills? Instead of a fixed progression, varying by class, for attack bonuses? Or instead of a thievery table, usable only by thieves, that uses percentage scores instead of a d20 system? I think rules-light systems are more in danger of breaking this rule than the heavies, just because it's hard for a rule (or subsystem) to feel out of place in a sea of rules. Hard to do in a roleplaying game, because roleplaying games are expected to do so much. You know what games feel seamless? Monopoly. Chess. These games give you satisfying rules, but limit your experience in exchange. If you make the experience limitless, every player is going to want a slightly different experience, and then it becomes very difficult to satisfy everyone. But to answer the first question: I'm working on it. [/QUOTE]
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