So why is complexity currently in the doghouse? It’s the swing of the pendulum. Things get more complex, the market saturates, the reaction grows against it. Things get simpler, the market saturates, the reaction grows against it.
Which makes me wonder - can a game be complex on one side of the GM screen, and simple on the other? If the players are character-optimizers, can the game still be simple for the GM - or if the GM loves minutiae, can the players still get by with four-line character sheets and one or two dice? A game like that could cut complexity-hate in half.
Which makes me wonder - can a game be complex on one side of the GM screen, and simple on the other? If the players are character-optimizers, can the game still be simple for the GM
This remark seems to rest on a mistaken presupposition, that light mechanics mean non-comprehensive mechanics.people still look for even lighter systems up to a point that for large parts of the you are freeforming with no mechanics at all.
This remark seems to rest on a mistaken presupposition, that light mechanics mean non-comprehensive mechanics.
It's possible to have a light system that is also comprehensive, in the sense that there is no effective limit on what action declarations can be resolved by application of the game's mechanics. Prince Valiant is one example. Ctuhluh Dark is another, much lighter, example.
Have you played Prince Valiant or Cthulhu Dark? Neither is a "coin toss" game. Prince Valiant is a standard dice pool game that can be played with coins because each die is 50/50 success/failure. Cthulhu Dark is different sort of dice pool game, in that only the highest die counts, and you can have between 1 and 3 dice in your pool depending on character and context.Sure. The coin toss game.
Have you played Prince Valiant or Cthulhu Dark? Neither is a "coin toss" game.
My apologies, then, for misreading.I wasn't saying they were coin toss games. I was saying a coin toss game is an example of a light, yet comprehensive game.
I count 11 steps in Shadowrun, though you could argue that some of those steps are actually the same step (much like you can mush together different calculations on the same line in physics). I don't count the attacker's choice to attack and how, but I do count the defender's choice of defense.There’s no game that takes twelve steps to resolve an attack. That’s as much an extremism as describing light games as just improv theatre.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.