Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Where Complexity Belongs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RenleyRenfield" data-source="post: 9846310" data-attributes="member: 7044197"><p>Ohh this is near and dear to my heart! </p><p></p><p>I heard someone describe two similar games, same core system, yet why one came across as "complex" and one came across as "overwhelmingly complex" </p><p></p><p>I think at this point in my RPG book, that <strong>the core rules need to be 'competent'</strong>,<em><strong> and no more</strong></em>. They need to do what it takes to make the core gameplay feel right and make anything built on top re-use that same clear mechanic. So they may be simple, but if they are too simple, then every darn thing in the game needs a sub-system = too complex! If the core rules are bonkers complex, then the game will prevent a lot of players from every really engaging in it = too complex! </p><p></p><p><strong>Everything else needs to be not-needed and not chosen by the play at <em>character creation</em></strong>. </p><p>- Then sub-systems like rituals, crafting, summoning, etc = can <em>"be there where the player is ready". G</em>ive the player time to get used to the game before we dump 20 spells + 10 combat maneuvers + 10 different gear configs, etc etc , on them....</p><p></p><p>Players don't need to spend 3 hours perusing the rules for Crafting when it will be a dozen game sessions or more before Crafting is relevant. And if they DO need it game one, and it comes up often, then its better to be a simple rule and short. (again, if the core mechanic is competent, then its easier to make an 'advanced crafting' they can dig into later.)</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9846310, member: 7044197"] Ohh this is near and dear to my heart! I heard someone describe two similar games, same core system, yet why one came across as "complex" and one came across as "overwhelmingly complex" I think at this point in my RPG book, that [B]the core rules need to be 'competent'[/B],[I][B] and no more[/B][/I]. They need to do what it takes to make the core gameplay feel right and make anything built on top re-use that same clear mechanic. So they may be simple, but if they are too simple, then every darn thing in the game needs a sub-system = too complex! If the core rules are bonkers complex, then the game will prevent a lot of players from every really engaging in it = too complex! [B]Everything else needs to be not-needed and not chosen by the play at [I]character creation[/I][/B]. - Then sub-systems like rituals, crafting, summoning, etc = can [I]"be there where the player is ready". G[/I]ive the player time to get used to the game before we dump 20 spells + 10 combat maneuvers + 10 different gear configs, etc etc , on them.... Players don't need to spend 3 hours perusing the rules for Crafting when it will be a dozen game sessions or more before Crafting is relevant. And if they DO need it game one, and it comes up often, then its better to be a simple rule and short. (again, if the core mechanic is competent, then its easier to make an 'advanced crafting' they can dig into later.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Where Complexity Belongs
Top