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Rules, too much or too little? YOU DECIDE!
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<blockquote data-quote="Salamandyr" data-source="post: 7569161" data-attributes="member: 40233"><p>Hmmm...</p><p></p><p>I will admit to wanting to have my cake and eat it too. I desire a system that allows me to ramp up, or ramp down the system complexity to suit the needs of my game or encounter, <em>at that moment</em>. I want a game that lets me handle a check with a handwave and a die roll when appropriate, and allows me to dive arm deep into the minutia when <em>that</em> is appropriate. If the two systems generate similar success rates, that's a bonus.</p><p></p><p>And in addition, I want that complexity to be in service to simulation rather than "fun gameplay". So yeah...the sun, moon, stars, and various Oort Cloud objects.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 7569161, member: 40233"] Hmmm... I will admit to wanting to have my cake and eat it too. I desire a system that allows me to ramp up, or ramp down the system complexity to suit the needs of my game or encounter, [I]at that moment[/I]. I want a game that lets me handle a check with a handwave and a die roll when appropriate, and allows me to dive arm deep into the minutia when [I]that[/I] is appropriate. If the two systems generate similar success rates, that's a bonus. And in addition, I want that complexity to be in service to simulation rather than "fun gameplay". So yeah...the sun, moon, stars, and various Oort Cloud objects. [/QUOTE]
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