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What is the least amount of rules you need?
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<blockquote data-quote="aramis erak" data-source="post: 9010313" data-attributes="member: 6779310"><p>Except that Fate Accelerated rubs raw against other preferences. Like discrete skills that I can relate to. I can't really grasp a character from just aspects and approaches; the approaches part of L5R 5e's design is the hardest part for me, but at least it's a lot more specific than Fate Accelerated Edition.</p><p></p><p>I picked Alien because (1) I'm deeply invested in both Traveller and Alien emotionally. And both games scratch the same itches for Space Opera other than Trek... (noting I don't count Star Wars as SO, but Space Fantasy... and love them both.) (2) the range of games show various levels of abstraction.</p><p></p><p>My minimum is actually light, but its a thin slice of light. Judge Dredd. Starships & Spacemen. Tunnels and Trolls. (Noting that T&T has few lasting consequences in the core, but many in the solos, which set the tone. It's also long been Ken's and Liz's encouragement in both the rules and online to play it fiction first...) Pendragon (especially by using Book of Knights - the minimalist 20 pages of in-play rules and 20 of character gen, tightly worded... The missing rules elements from the 4.0 core, in the same size and face, would take another 9 to 10 pages... but are NOT needed for the feel of the game. (that's another 1.5 pages of critters, 4 of magic, and half a page on expanding out the timeline effects, two pages of war, a page of additional shopping list. What the big book does better is the lore. And it's mostly lore. The Core mechanic pervades play thoroughly, excepting player spellcasters, for whom it's a whole 'nother layer of mechanics.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9010313, member: 6779310"] Except that Fate Accelerated rubs raw against other preferences. Like discrete skills that I can relate to. I can't really grasp a character from just aspects and approaches; the approaches part of L5R 5e's design is the hardest part for me, but at least it's a lot more specific than Fate Accelerated Edition. I picked Alien because (1) I'm deeply invested in both Traveller and Alien emotionally. And both games scratch the same itches for Space Opera other than Trek... (noting I don't count Star Wars as SO, but Space Fantasy... and love them both.) (2) the range of games show various levels of abstraction. My minimum is actually light, but its a thin slice of light. Judge Dredd. Starships & Spacemen. Tunnels and Trolls. (Noting that T&T has few lasting consequences in the core, but many in the solos, which set the tone. It's also long been Ken's and Liz's encouragement in both the rules and online to play it fiction first...) Pendragon (especially by using Book of Knights - the minimalist 20 pages of in-play rules and 20 of character gen, tightly worded... The missing rules elements from the 4.0 core, in the same size and face, would take another 9 to 10 pages... but are NOT needed for the feel of the game. (that's another 1.5 pages of critters, 4 of magic, and half a page on expanding out the timeline effects, two pages of war, a page of additional shopping list. What the big book does better is the lore. And it's mostly lore. The Core mechanic pervades play thoroughly, excepting player spellcasters, for whom it's a whole 'nother layer of mechanics.) [/QUOTE]
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