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What is the downside to simple systems?
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<blockquote data-quote="Dethklok" data-source="post: 6145299" data-attributes="member: 6746469"><p>Bagpuss mentioned this as well. But at what point does a game become <em>overly</em> simple as you put it? You mentioned Parcheesi, but is Chess overly simple? The rules to chess fit onto a single page of paper, but it is a pastime to which many have devoted entire lives. If chess can captivate minds for years on end, what would stop a 30 page game from doing that? Or a 60-page game in three 20-page installments? Or a 100 page game in two 50-page installments? And if that 100 page game isn't enough, will a 5000 page game be enough?</p><p></p><p>On the other end of the scale, 1-page rpg is probably overly simple for a capaign; same for a 5 page system, but I'm not convinced a 30 page game can't do it. In fact, I <em>know</em> a 30 page rpg can do it because I'm running a campaign right now that's had the twelve year old from across the street knocking on my door twice a day to ask when we're playing again; I just counted, and the game is 24 pages, including artwork, maps, and a list of ambient songs on YouTube (which we haven't been using, come to think of it). The game could maybe see some expansion, with longer descriptions for the monsters, more information on gods and such, and a first adventure thrown in for good measure; you could bring it up to 50 pages. But if you took it to 200 pages my instinct tells me you would kill this game stone dead.</p><p></p><p></p><p></p><p>DMMike already gave one answer. I think another answer is often better, though - <em>disallow it</em>. It's been at least ten years since I've run a game where a ninja would be appropriate. If your game is about Asia, superheroes, or a time-traveling motiff, then ninjas should be core, or at least possible. If you're doing a high fantasy free for all or a comedy slapstick, then they can make an appearance. If you're doing Hyborean age, Low fantasy Medieval, Ancient Egyptian, or Star Trek, then ninjas just don't belong.</p><p></p><p></p><p></p><p>"If it has classes, only four exist" doesn't mean it's "class based" and can't have skills. I'm not going to waste time defending a strawman.</p><p></p><p></p><p></p><p>Hey, Fighting Fantasy! It had a (very) simple system that worked, but I doubt if most people remember it. You need a certain breadth of experience to even be aware of those games. But that is exactly the kind of game that inspired me to post this thread. Rage, Precognition, Grace; First book Dragon Warriors (with Knights and Barbarians only); Chulhu Dark; Teenagers from Outer Space; Heroquest. Some of these games do of course blur the lines regarding what is and isn't an rpg. But in terms of sitting down to a weekly game with friends, they fit the bill quite nicely.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6145299, member: 6746469"] Bagpuss mentioned this as well. But at what point does a game become [I]overly[/I] simple as you put it? You mentioned Parcheesi, but is Chess overly simple? The rules to chess fit onto a single page of paper, but it is a pastime to which many have devoted entire lives. If chess can captivate minds for years on end, what would stop a 30 page game from doing that? Or a 60-page game in three 20-page installments? Or a 100 page game in two 50-page installments? And if that 100 page game isn't enough, will a 5000 page game be enough? On the other end of the scale, 1-page rpg is probably overly simple for a capaign; same for a 5 page system, but I'm not convinced a 30 page game can't do it. In fact, I [I]know[/I] a 30 page rpg can do it because I'm running a campaign right now that's had the twelve year old from across the street knocking on my door twice a day to ask when we're playing again; I just counted, and the game is 24 pages, including artwork, maps, and a list of ambient songs on YouTube (which we haven't been using, come to think of it). The game could maybe see some expansion, with longer descriptions for the monsters, more information on gods and such, and a first adventure thrown in for good measure; you could bring it up to 50 pages. But if you took it to 200 pages my instinct tells me you would kill this game stone dead. DMMike already gave one answer. I think another answer is often better, though - [I]disallow it[/I]. It's been at least ten years since I've run a game where a ninja would be appropriate. If your game is about Asia, superheroes, or a time-traveling motiff, then ninjas should be core, or at least possible. If you're doing a high fantasy free for all or a comedy slapstick, then they can make an appearance. If you're doing Hyborean age, Low fantasy Medieval, Ancient Egyptian, or Star Trek, then ninjas just don't belong. "If it has classes, only four exist" doesn't mean it's "class based" and can't have skills. I'm not going to waste time defending a strawman. Hey, Fighting Fantasy! It had a (very) simple system that worked, but I doubt if most people remember it. You need a certain breadth of experience to even be aware of those games. But that is exactly the kind of game that inspired me to post this thread. Rage, Precognition, Grace; First book Dragon Warriors (with Knights and Barbarians only); Chulhu Dark; Teenagers from Outer Space; Heroquest. Some of these games do of course blur the lines regarding what is and isn't an rpg. But in terms of sitting down to a weekly game with friends, they fit the bill quite nicely. [/QUOTE]
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