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General Tabletop Discussion
*TTRPGs General
The Dilemma of the Simple RPG
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<blockquote data-quote="R_Chance" data-source="post: 7714475" data-attributes="member: 55149"><p>I'd say a simple game is more DM dependent. A good DM makes for a good game in this case. Crunchy games take some of the load off a DM -- to a point. Past a certain sweet spot of rules adequate to cover most situations the additional rules become a burden with unforeseen interactions and too numerous options bogging the game down. Moderation is a good thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>A game with an extensible set of rules that can cover unplanned for events is good. Not a rule for every specific situation, but rules that can cover many situations. When rules try to account for too many specific things with rules suited to exactly that certain event they become unwieldy. Character options are no different. The proliferation of options for characters presents the same type of situation. Past a certain point it becomes problematic. Of course, everyone probably has a different opinion on where that point is...</p><p></p><p>As for money, as a publisher you can choose to sell more and more to a select audience or produce a product that appeals to a wider audience. Hopefully you manage both, growing the audience and deepening the game at the same time. If you keep the rules moderate in complexity you can expand your audience. And yes, adventures can certainly fill out the sales quota. Especially as more people play your game.</p><p></p><p>*sigh* Playing hooky. Back to grading papers and prep work...</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7714475, member: 55149"] I'd say a simple game is more DM dependent. A good DM makes for a good game in this case. Crunchy games take some of the load off a DM -- to a point. Past a certain sweet spot of rules adequate to cover most situations the additional rules become a burden with unforeseen interactions and too numerous options bogging the game down. Moderation is a good thing :) A game with an extensible set of rules that can cover unplanned for events is good. Not a rule for every specific situation, but rules that can cover many situations. When rules try to account for too many specific things with rules suited to exactly that certain event they become unwieldy. Character options are no different. The proliferation of options for characters presents the same type of situation. Past a certain point it becomes problematic. Of course, everyone probably has a different opinion on where that point is... As for money, as a publisher you can choose to sell more and more to a select audience or produce a product that appeals to a wider audience. Hopefully you manage both, growing the audience and deepening the game at the same time. If you keep the rules moderate in complexity you can expand your audience. And yes, adventures can certainly fill out the sales quota. Especially as more people play your game. *sigh* Playing hooky. Back to grading papers and prep work... [/QUOTE]
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