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What is the least amount of rules you need?
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<blockquote data-quote="Lanefan" data-source="post: 9009079" data-attributes="member: 29398"><p>You and [USER=6690965]@Pedantic[/USER] are both touching on a corollary issue to this question, that being whether one is answering as player or GM.</p><p></p><p>As player, I want it fairly rules-light on the player side such that the mechanics can largely get out of my way and let me play my character. I'm not going to remember fiddly mechanical bits like 3e D&D asked me to; and if I have to refer to the character sheet more than once or twice in a session, that's already more than enough. Tell me what to roll when (if not already clear) and I'll let the GM worry about the mechanical side of things from there. Make basic character generation simple and fast. As a player, I want to be able to just dive right in and start playing.</p><p></p><p>As a GM, however, I want a comprehensive rules-set that covers most of the bases and makes wise use of discrete or bespoke subsystems where necessary; but I also want those system and sub-systems to be clear and straightforward within themselves; and all of this in order to make it easier for me to carry the mechnical load for the players. I don't expect to be able to learn the whole system quickly; and if I can, that's a big red flag telling me it's probably not deep enough for what I want.</p><p></p><p>An example of the sort of thing I'm after: 1e D&D has a very simple and elegant subsystem for Clerics turning undead, which works great for that purpose yet doesn't come up at any other time during the game. A PC is trying to turn an undead? Good: I-as-GM know exactly where to look and what to do next, in full knowledge the rules have me covered. That's my preference over "unified" mechanics which, while perhaps easier from the GM's end, don't always do as good a job as do bespoke mechanics at any given task.</p><p></p><p>I'll also note I'm answering from a long-campaign perspective. One-offs and con games are almost a completely different animal.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9009079, member: 29398"] You and [USER=6690965]@Pedantic[/USER] are both touching on a corollary issue to this question, that being whether one is answering as player or GM. As player, I want it fairly rules-light on the player side such that the mechanics can largely get out of my way and let me play my character. I'm not going to remember fiddly mechanical bits like 3e D&D asked me to; and if I have to refer to the character sheet more than once or twice in a session, that's already more than enough. Tell me what to roll when (if not already clear) and I'll let the GM worry about the mechanical side of things from there. Make basic character generation simple and fast. As a player, I want to be able to just dive right in and start playing. As a GM, however, I want a comprehensive rules-set that covers most of the bases and makes wise use of discrete or bespoke subsystems where necessary; but I also want those system and sub-systems to be clear and straightforward within themselves; and all of this in order to make it easier for me to carry the mechnical load for the players. I don't expect to be able to learn the whole system quickly; and if I can, that's a big red flag telling me it's probably not deep enough for what I want. An example of the sort of thing I'm after: 1e D&D has a very simple and elegant subsystem for Clerics turning undead, which works great for that purpose yet doesn't come up at any other time during the game. A PC is trying to turn an undead? Good: I-as-GM know exactly where to look and what to do next, in full knowledge the rules have me covered. That's my preference over "unified" mechanics which, while perhaps easier from the GM's end, don't always do as good a job as do bespoke mechanics at any given task. I'll also note I'm answering from a long-campaign perspective. One-offs and con games are almost a completely different animal. [/QUOTE]
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