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Why the hate for complexity?
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<blockquote data-quote="Jer" data-source="post: 7570348" data-attributes="member: 19857"><p>Speaking for myself - I teach a lot of novices how to play. And I play with a lot of casual gamers. So in my role as an RPG evangelist to complete noobs and people who won't remember the rules from week to week, having rules systems that are "just complex enough" is important. Too much complexity they get overwhelmed and it becomes "not fun". Too rules-lite and there isn't enough of a game for them to hang onto. As more companies are kind of thinking about bringing new players into the market - rather than just cannibalizing existing players to come play their game - I think they're keeping issues like that more at the fore than they might have a decade or so ago.</p><p></p><p>Another angle is that a lot of folks are coming into the game via actual play pod/vid casts. And in general the shows that have more narrative and less rules talk are more engaging for the audience. So there's been more exposure for games that play well for audiences, and that's driving the conversation in ways that it never would have been driven previously when the idea of people actually tuning in to watch a bunch of nerds sit around a table and play D&D would have been the punchline to a joke and not something that happens on a daily basis. (I still can't quite believe that it happens, tbh.)</p><p></p><p>And also - I think that it's hard to sell people on a new complex game these days. Because there are existing games out there that they're already playing, and learning a new complex rules set is more of a time cost than learning to play a lighter game. It's a big ask.</p></blockquote><p></p>
[QUOTE="Jer, post: 7570348, member: 19857"] Speaking for myself - I teach a lot of novices how to play. And I play with a lot of casual gamers. So in my role as an RPG evangelist to complete noobs and people who won't remember the rules from week to week, having rules systems that are "just complex enough" is important. Too much complexity they get overwhelmed and it becomes "not fun". Too rules-lite and there isn't enough of a game for them to hang onto. As more companies are kind of thinking about bringing new players into the market - rather than just cannibalizing existing players to come play their game - I think they're keeping issues like that more at the fore than they might have a decade or so ago. Another angle is that a lot of folks are coming into the game via actual play pod/vid casts. And in general the shows that have more narrative and less rules talk are more engaging for the audience. So there's been more exposure for games that play well for audiences, and that's driving the conversation in ways that it never would have been driven previously when the idea of people actually tuning in to watch a bunch of nerds sit around a table and play D&D would have been the punchline to a joke and not something that happens on a daily basis. (I still can't quite believe that it happens, tbh.) And also - I think that it's hard to sell people on a new complex game these days. Because there are existing games out there that they're already playing, and learning a new complex rules set is more of a time cost than learning to play a lighter game. It's a big ask. [/QUOTE]
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