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Why simpler - much simpler - is better
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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 6245720" data-attributes="member: 4441"><p>Indeed, there are pros and cons to both sides of the story.</p><p></p><p>I've been playing 3.0/3.5 D&D since it came out, and I can whip up characters easily and know most relevant rules (or where to find them) off the top of mye head. For me and my friends with a similar degree of knowledge, we can use all the myriad of choices and even the constraints to makes really interesting characters and play them with relish.</p><p></p><p>There are many times, particular during character creation, when I like nothing better than to spread out five or six books and put together the nuts and bolts of a really interesting character. For me, that's a lot of fun and an important element of the game. The character creation process in crunchy games like D&D 3.5, Pathfinder, Shadowrun, or HERO system is part of the appeal. I also like being able to use those character options and the (oft complex) rules to figure out what to do, which requires both rules knowledge and a great deal of creativity. In these games, the rules give me a springboard to do all sorts of fun and interesting things.</p><p></p><p>And then there are games like Savage Worlds, Numenera, Mouseguard, or Dresden Files, where rules are very light and you have come up with a lot more out of whatever cloth your GM provides, and what you bring to the table. You have more... I hesitate to say "freedom," but you have more leeway to do things entirely outside of the box. These games are also a lot of fun, but while rules-heavy games require more specific knowledge and reading, rules-light games require more free-form storytelling, almost improv. This is wonderful if you're good at thinking up things on the fly and you have a GM ready to power the story.</p><p></p><p>Each sort of game has its strengths and weaknesses. Both games require creativity, mutual story-telling, and trust in both your fellow players and your Game Master. A rules-heavy game has backups in the form of its many rules, structure for both the players and the GM, which can be used both as places to start building ideas and as a series of checks and balances to help prevent abuses of power within the game. (Not perfectly, as evidenced by many, many threads on this board, but the rules are there to be used or argued over.) A rules-light game is often easier to learn, faster to play, with less constraints on the characters, but may need a strong group of players and a strong GM so that no one gets left behind. (Shyer or more analytical players, without rules to back up their decisions, may sometimes find a more free-form game frustrating.)</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 6245720, member: 4441"] Indeed, there are pros and cons to both sides of the story. I've been playing 3.0/3.5 D&D since it came out, and I can whip up characters easily and know most relevant rules (or where to find them) off the top of mye head. For me and my friends with a similar degree of knowledge, we can use all the myriad of choices and even the constraints to makes really interesting characters and play them with relish. There are many times, particular during character creation, when I like nothing better than to spread out five or six books and put together the nuts and bolts of a really interesting character. For me, that's a lot of fun and an important element of the game. The character creation process in crunchy games like D&D 3.5, Pathfinder, Shadowrun, or HERO system is part of the appeal. I also like being able to use those character options and the (oft complex) rules to figure out what to do, which requires both rules knowledge and a great deal of creativity. In these games, the rules give me a springboard to do all sorts of fun and interesting things. And then there are games like Savage Worlds, Numenera, Mouseguard, or Dresden Files, where rules are very light and you have come up with a lot more out of whatever cloth your GM provides, and what you bring to the table. You have more... I hesitate to say "freedom," but you have more leeway to do things entirely outside of the box. These games are also a lot of fun, but while rules-heavy games require more specific knowledge and reading, rules-light games require more free-form storytelling, almost improv. This is wonderful if you're good at thinking up things on the fly and you have a GM ready to power the story. Each sort of game has its strengths and weaknesses. Both games require creativity, mutual story-telling, and trust in both your fellow players and your Game Master. A rules-heavy game has backups in the form of its many rules, structure for both the players and the GM, which can be used both as places to start building ideas and as a series of checks and balances to help prevent abuses of power within the game. (Not perfectly, as evidenced by many, many threads on this board, but the rules are there to be used or argued over.) A rules-light game is often easier to learn, faster to play, with less constraints on the characters, but may need a strong group of players and a strong GM so that no one gets left behind. (Shyer or more analytical players, without rules to back up their decisions, may sometimes find a more free-form game frustrating.) [/QUOTE]
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