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Why simpler - much simpler - is better
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<blockquote data-quote="GMMichael" data-source="post: 6244108" data-attributes="member: 6685730"><p>Yeah, I couldn't watch too much of that video. It turned into an advertisement too fast. And you're right, D&D is waaaaaaay more complex than childhood imagination games.</p><p></p><p>RPG gear is expensive, yes. Time consuming: some might call that "pleasure reading." It doesn't have to slow games down if the game master lives up to his name. I wouldn't always call it limiting, either, because if players have conflicting ideas of what they want to do, it might be called "balancing" instead. Further, some extra rules can act as imagination stimulation, which isn't limiting. And does more gear create confusion? In the case of GURPS, I'd give that a pretty big "yes."</p><p></p><p>When your game is much simpler, you run the risk of having accusations of arbitrary GM decisions - have fun checking out THAT forum thread. Also, a professional is less likely to commit himself to a small, simple project (lower paycheck compared to the transition costs), so don't expect too many commercial-grade, simple RPGs. For me, and probably yourself, that's no biggie. We can imagine or draw up what we need without the commercial experience.</p><p></p><p>So I'm not sold on simpler being better yet. Unless you want to be more specific with that assertion.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6244108, member: 6685730"] Yeah, I couldn't watch too much of that video. It turned into an advertisement too fast. And you're right, D&D is waaaaaaay more complex than childhood imagination games. RPG gear is expensive, yes. Time consuming: some might call that "pleasure reading." It doesn't have to slow games down if the game master lives up to his name. I wouldn't always call it limiting, either, because if players have conflicting ideas of what they want to do, it might be called "balancing" instead. Further, some extra rules can act as imagination stimulation, which isn't limiting. And does more gear create confusion? In the case of GURPS, I'd give that a pretty big "yes." When your game is much simpler, you run the risk of having accusations of arbitrary GM decisions - have fun checking out THAT forum thread. Also, a professional is less likely to commit himself to a small, simple project (lower paycheck compared to the transition costs), so don't expect too many commercial-grade, simple RPGs. For me, and probably yourself, that's no biggie. We can imagine or draw up what we need without the commercial experience. So I'm not sold on simpler being better yet. Unless you want to be more specific with that assertion. [/QUOTE]
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