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<blockquote data-quote="Ramen" data-source="post: 5887558" data-attributes="member: 6690680"><p>Generally the more rules you put into a game the more things you have that can can get overlooked or would interact in strange ways. I couldn't assume that play testers would be even be able to touch all the rules of a moderately complex game like D&D. That and final editing can mess certain aspects up through cutting word count or layout needs. </p><p></p><p>Of course simple systems are less susceptible to problems like that but some gamers don't prefer simple systems. The real test of system stability will never be play testing. It will always be actual play after the product gets into the hands of the gamers themselves. I guess the best you can hope for is that a more complex system is about 80% playable out of the box. </p><p></p><p>Its really been that way since the beginning. Looking back at my collection of games I can point out many many good games and systems but each has flaws. Add into that player preference in rule types it becomes even harder to build a system that won't generate complaints. </p><p></p><p>I think the best solution to problems like these is to do it the old fashioned way. Steal systems you like from other games and use them, Make something up, or go to a forum and ask how others would do it.</p></blockquote><p></p>
[QUOTE="Ramen, post: 5887558, member: 6690680"] Generally the more rules you put into a game the more things you have that can can get overlooked or would interact in strange ways. I couldn't assume that play testers would be even be able to touch all the rules of a moderately complex game like D&D. That and final editing can mess certain aspects up through cutting word count or layout needs. Of course simple systems are less susceptible to problems like that but some gamers don't prefer simple systems. The real test of system stability will never be play testing. It will always be actual play after the product gets into the hands of the gamers themselves. I guess the best you can hope for is that a more complex system is about 80% playable out of the box. Its really been that way since the beginning. Looking back at my collection of games I can point out many many good games and systems but each has flaws. Add into that player preference in rule types it becomes even harder to build a system that won't generate complaints. I think the best solution to problems like these is to do it the old fashioned way. Steal systems you like from other games and use them, Make something up, or go to a forum and ask how others would do it. [/QUOTE]
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