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Why simpler - much simpler - is better
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<blockquote data-quote="ArmchairReactionary" data-source="post: 6248750" data-attributes="member: 6762968"><p>Mastering a complex system, esPeciallY one that allows some internal logic of interpretation to the results, is part of the appeal of a game to me. The reason I Like GURPS, RuneQuest 6 and BRP isn't just because they're solid systems that fit my pause, it's also because learning how the arcana of the system works together. Look at how many people love incredibly finicky wargames and you'll get what I mean. Realism/Logic/theme that crunch lends helpsx but the fun of leaning how to do it and applying that add player skill (whether through power gaming or simply having a character make decisIons that he would but a less skilled player wouldn't) is post of the fun.</p><p>Also, heavily defined games can help to resolve ambiguities of interpretation by narrowing down feasible outcomes (this may be aiming at realism or absurdity, but either way this is true).</p><p>I addition the difficulty and complexity of a system can work as a gatekeeping mechanism to keep out more casual players, or players who don't much care for the genre. Just as the somewhat obscure nature of IRC keeps out the less nerdy and tech savvy so a crunchy or obscure game system can keep out players I don't want to play with. </p><p>Easier is not better, accessible is not better. As the token inegalitarian I am glad if less people play rpgs, I didn't want to play with them anyway.</p></blockquote><p></p>
[QUOTE="ArmchairReactionary, post: 6248750, member: 6762968"] Mastering a complex system, esPeciallY one that allows some internal logic of interpretation to the results, is part of the appeal of a game to me. The reason I Like GURPS, RuneQuest 6 and BRP isn't just because they're solid systems that fit my pause, it's also because learning how the arcana of the system works together. Look at how many people love incredibly finicky wargames and you'll get what I mean. Realism/Logic/theme that crunch lends helpsx but the fun of leaning how to do it and applying that add player skill (whether through power gaming or simply having a character make decisIons that he would but a less skilled player wouldn't) is post of the fun. Also, heavily defined games can help to resolve ambiguities of interpretation by narrowing down feasible outcomes (this may be aiming at realism or absurdity, but either way this is true). I addition the difficulty and complexity of a system can work as a gatekeeping mechanism to keep out more casual players, or players who don't much care for the genre. Just as the somewhat obscure nature of IRC keeps out the less nerdy and tech savvy so a crunchy or obscure game system can keep out players I don't want to play with. Easier is not better, accessible is not better. As the token inegalitarian I am glad if less people play rpgs, I didn't want to play with them anyway. [/QUOTE]
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Why simpler - much simpler - is better
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