JohnSnow
Hero
So, I voted "moderate," but it depends heavily on your definition.
What I really like are well-codified rules for situations that should be well-codified, along with a great deal of abstraction. What do I mean by that? It's probably best if I give an example. And, just for grins, I'll go with combat, because it gets used in a lot of games, and it happens to be something I know a fair amount about, since I run a renaissance stage combat school, and have both performed in and directed sword-fighting shows.
I want a combat system where choices matter: what weapon you choose, what kind of armor you wear, whether you're fighting with one weapon, or two, or a sword and shield, how defensively you fight, whether you try to accomplish any tricky maneuvers, and so on. What I don't want is a system that tracks every thrust, parry, roll and strike. It's just unfeasible to get that granular, and the game would bog down to try to resolve it that way. That said, simply boiling it down to "Do you hit? Roll a 5 or higher on a d6," is a bit too rules light for me.
I also hate systems where things that should be character abilities are instead dumped on to the player. I don't want a solution of "just role-play it" for social situations, or where my character's ability to look for traps, start a campfire, or survive in the woods hinges on my own ability to think of how to do any of those things. It should be as simple as the player asking the right question, but them coming up with a good answer should have a rule behind it, not be dependent on the player's ability as an improv actor or storyteller.
Hope that makes sense.
What I really like are well-codified rules for situations that should be well-codified, along with a great deal of abstraction. What do I mean by that? It's probably best if I give an example. And, just for grins, I'll go with combat, because it gets used in a lot of games, and it happens to be something I know a fair amount about, since I run a renaissance stage combat school, and have both performed in and directed sword-fighting shows.
I want a combat system where choices matter: what weapon you choose, what kind of armor you wear, whether you're fighting with one weapon, or two, or a sword and shield, how defensively you fight, whether you try to accomplish any tricky maneuvers, and so on. What I don't want is a system that tracks every thrust, parry, roll and strike. It's just unfeasible to get that granular, and the game would bog down to try to resolve it that way. That said, simply boiling it down to "Do you hit? Roll a 5 or higher on a d6," is a bit too rules light for me.
I also hate systems where things that should be character abilities are instead dumped on to the player. I don't want a solution of "just role-play it" for social situations, or where my character's ability to look for traps, start a campfire, or survive in the woods hinges on my own ability to think of how to do any of those things. It should be as simple as the player asking the right question, but them coming up with a good answer should have a rule behind it, not be dependent on the player's ability as an improv actor or storyteller.
Hope that makes sense.