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What is the least amount of rules you need?
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<blockquote data-quote="innerdude" data-source="post: 8949204" data-attributes="member: 85870"><p>I agree with the general sentiment that for a campaign of around 10 sessions or less, almost anything will work. I had a great time with Tiny D6 last year (as a player, not GM), which is maybe 30 pages of rules tops, and most of that is describing the heritages. Campaign was 9 or 10 sessions total spanning 4 months of "real time".</p><p></p><p>For campaigns spanning 10-20 sessions (6-12 months) PbtA and FitD are a great fit. Long enough to be meaningful, but not long enough to run out of player progression "ramp".</p><p></p><p>Anything longer than that I'd probably want something at least as complex as Genesys or Savage Worlds.</p><p></p><p>As best I can tell Genesys seems specifically designed around a campaign lasting around 18 months. After that it seems the designers recognize your mileage may vary, as the sheer weight of interpreting the dice for players at 300+ XP just gets to be too much.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8949204, member: 85870"] I agree with the general sentiment that for a campaign of around 10 sessions or less, almost anything will work. I had a great time with Tiny D6 last year (as a player, not GM), which is maybe 30 pages of rules tops, and most of that is describing the heritages. Campaign was 9 or 10 sessions total spanning 4 months of "real time". For campaigns spanning 10-20 sessions (6-12 months) PbtA and FitD are a great fit. Long enough to be meaningful, but not long enough to run out of player progression "ramp". Anything longer than that I'd probably want something at least as complex as Genesys or Savage Worlds. As best I can tell Genesys seems specifically designed around a campaign lasting around 18 months. After that it seems the designers recognize your mileage may vary, as the sheer weight of interpreting the dice for players at 300+ XP just gets to be too much. [/QUOTE]
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What is the least amount of rules you need?
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