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General Tabletop Discussion
*Dungeons & Dragons
What is the downside to simple systems?
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<blockquote data-quote="GMMichael" data-source="post: 6144918" data-attributes="member: 6685730"><p>Maybe there's a spectrum for the utility of simple rules here:</p><p></p><p>Covers all applications-------Leaves some app unaddressed-------Covers one simple outcome------Strictly limiting</p><p></p><p>The coin-flip rule: covers all applications. So long as any question raised can be answered with a yes or no. "What color is the Tarrasque I just summoned?" does not seem to be covered by the coin-flip rule.</p><p></p><p>Character carries 14 items: Leaves some applications unaddressed. "14 apples? Really, GM?"</p><p></p><p>Chutes and Ladders spinner: covers one simple outcome. How far does my PC (piece for character) move?</p><p></p><p>Chutes and Ladders movement: Strictly limiting. Your piece advances to the next square (and not anywhere else).</p><p></p><p>So we see that rules have varying amounts of quality. And players have certain demands. As long as your rules cover the players' demands, your system is in good shape. Note that a player demand might be, "I want to be subject to a black-and-white rule, not the GM's discretion."</p><p></p><p>If the system leaves gaps, it's up to the gamers to fill it. Make a house rule. Let the GM decide. Let the players decide. Let a weird die with plusses, minuses, and blank sides decide. In my homebrew, Modos, the core rules give characters three ability scores. This is half of the personal attributes of D&D, and even less than other systems. So when a player asks, "does a high Mental score mean that I'm smart, or wise, or well-learned," it's up to the player to decide. The player could decide that it means he has lots of E.S.P., so long as he follows the other rules of the system.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6144918, member: 6685730"] Maybe there's a spectrum for the utility of simple rules here: Covers all applications-------Leaves some app unaddressed-------Covers one simple outcome------Strictly limiting The coin-flip rule: covers all applications. So long as any question raised can be answered with a yes or no. "What color is the Tarrasque I just summoned?" does not seem to be covered by the coin-flip rule. Character carries 14 items: Leaves some applications unaddressed. "14 apples? Really, GM?" Chutes and Ladders spinner: covers one simple outcome. How far does my PC (piece for character) move? Chutes and Ladders movement: Strictly limiting. Your piece advances to the next square (and not anywhere else). So we see that rules have varying amounts of quality. And players have certain demands. As long as your rules cover the players' demands, your system is in good shape. Note that a player demand might be, "I want to be subject to a black-and-white rule, not the GM's discretion." If the system leaves gaps, it's up to the gamers to fill it. Make a house rule. Let the GM decide. Let the players decide. Let a weird die with plusses, minuses, and blank sides decide. In my homebrew, Modos, the core rules give characters three ability scores. This is half of the personal attributes of D&D, and even less than other systems. So when a player asks, "does a high Mental score mean that I'm smart, or wise, or well-learned," it's up to the player to decide. The player could decide that it means he has lots of E.S.P., so long as he follows the other rules of the system. [/QUOTE]
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What is the downside to simple systems?
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