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What is the downside to simple systems?
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<blockquote data-quote="nnms" data-source="post: 6148351" data-attributes="member: 83293"><p>This was a very valuable thread for me. I've ended up looking up games I had never heard of and learned an important lesson for a miniature game/RPG hybrid I'm developing: If you go simple, get specific.</p><p></p><p>So I'm going to concentrate on narrowing down exactly what the game is about and making rules to cover those areas and not try to make a system where "you can do anything" by having generic approaches to everything.</p><p></p><p>I'm also starting to see the wisdom of thinking in terms of "moves." As in, what are the legitimate choices a participant can make in a given situation? What "moves" can they make? What "moves" shouldn't they make? What's appropriate in terms of genre, tone, etc.,? And then I'm going to make rules to cover those areas.</p><p></p><p>But what about when players want to do things not covered by the rules? I think I'm going to break with RPG tradition here and instead of saying something like "The GM can make a judgement call" or "Use this simple universal mechanic", I'm going to say that players should not be doing things that aren't appropriate moves. Hopefully I'll have covered most things people will want to do with the categories various "moves" might fall into.</p></blockquote><p></p>
[QUOTE="nnms, post: 6148351, member: 83293"] This was a very valuable thread for me. I've ended up looking up games I had never heard of and learned an important lesson for a miniature game/RPG hybrid I'm developing: If you go simple, get specific. So I'm going to concentrate on narrowing down exactly what the game is about and making rules to cover those areas and not try to make a system where "you can do anything" by having generic approaches to everything. I'm also starting to see the wisdom of thinking in terms of "moves." As in, what are the legitimate choices a participant can make in a given situation? What "moves" can they make? What "moves" shouldn't they make? What's appropriate in terms of genre, tone, etc.,? And then I'm going to make rules to cover those areas. But what about when players want to do things not covered by the rules? I think I'm going to break with RPG tradition here and instead of saying something like "The GM can make a judgement call" or "Use this simple universal mechanic", I'm going to say that players should not be doing things that aren't appropriate moves. Hopefully I'll have covered most things people will want to do with the categories various "moves" might fall into. [/QUOTE]
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