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What is an elegant system?
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<blockquote data-quote="ComradeGnull" data-source="post: 5984599" data-attributes="member: 6685694"><p>Elegant systems are:</p><p>-Consistent: Core mechanics are the same in every regime. If you are rolling a d20 vs. a target number to establish success in combat, you aren't rolling under fixed percentiles to establish success while driving a boat or building a shed.</p><p>-Compact: Flows naturally from being consistent. You don't need pages and pages of special cases and modifications to handle different situations. The core mechanisms are robust enough to extend to new areas without lots of new rules.</p><p>-Intuitive: If bigger scores are better in one area, they are better in every area. You can easily improvise on the fly and have things still "just work".</p><p>-Easily extensible: Mechanical effects don't interact in unpredictable ways, and the core mechanisms are robust enough that adding something- a skill, a race, a class, a technology, etc.- doesn't require a lot of numerical fiddling or playtesting to get "right".</p><p></p><p>I'd repeat the nomination of West End Games d6 Star Wars game as an elegant system. You can explain the rules to anyone without a lot of work, the resolution mechanisms are consistent across every type of activity, it's easy to add skills, alien races, vehicles, or anything else that you want, and it's quite easy to run most of the game on the fly without needing to look up rules.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5984599, member: 6685694"] Elegant systems are: -Consistent: Core mechanics are the same in every regime. If you are rolling a d20 vs. a target number to establish success in combat, you aren't rolling under fixed percentiles to establish success while driving a boat or building a shed. -Compact: Flows naturally from being consistent. You don't need pages and pages of special cases and modifications to handle different situations. The core mechanisms are robust enough to extend to new areas without lots of new rules. -Intuitive: If bigger scores are better in one area, they are better in every area. You can easily improvise on the fly and have things still "just work". -Easily extensible: Mechanical effects don't interact in unpredictable ways, and the core mechanisms are robust enough that adding something- a skill, a race, a class, a technology, etc.- doesn't require a lot of numerical fiddling or playtesting to get "right". I'd repeat the nomination of West End Games d6 Star Wars game as an elegant system. You can explain the rules to anyone without a lot of work, the resolution mechanisms are consistent across every type of activity, it's easy to add skills, alien races, vehicles, or anything else that you want, and it's quite easy to run most of the game on the fly without needing to look up rules. [/QUOTE]
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