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General Tabletop Discussion
*Dungeons & Dragons
What is the downside to simple systems?
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<blockquote data-quote="Meatboy" data-source="post: 6145315" data-attributes="member: 40857"><p>This actually promotes my idea that simple rpgs need to specificity if they are to remain simple. You can have a game that covers anyone of those scenarios/themes you stated, but it can usually only do one of them. Basic DnD is a good example of this, Its not too big and only has enough rules to play the game it was intended to be. It can't be a space opera game or a gritty modern pulp game its not meant to be that. </p><p>If however the game needs to be able to cover a huge variety of settings and themes it will usually end up looking like GURPS, and I don't think anyone could mistake GURPS for being simple.</p><p>The rub might be if you wanted to make a system that was simple AND covered a huge variety of settings and themes. If this were the case everything would need to be extremely vague or mutable so that it could cover all the eventuallities. The problem then being that the GM would most certainly need to start house ruling or interpreting things on the fly to get the game he needs. (something which up thread you seemed to be against if the system was well designed.)</p></blockquote><p></p>
[QUOTE="Meatboy, post: 6145315, member: 40857"] This actually promotes my idea that simple rpgs need to specificity if they are to remain simple. You can have a game that covers anyone of those scenarios/themes you stated, but it can usually only do one of them. Basic DnD is a good example of this, Its not too big and only has enough rules to play the game it was intended to be. It can't be a space opera game or a gritty modern pulp game its not meant to be that. If however the game needs to be able to cover a huge variety of settings and themes it will usually end up looking like GURPS, and I don't think anyone could mistake GURPS for being simple. The rub might be if you wanted to make a system that was simple AND covered a huge variety of settings and themes. If this were the case everything would need to be extremely vague or mutable so that it could cover all the eventuallities. The problem then being that the GM would most certainly need to start house ruling or interpreting things on the fly to get the game he needs. (something which up thread you seemed to be against if the system was well designed.) [/QUOTE]
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What is the downside to simple systems?
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