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Why the hate for complexity?
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<blockquote data-quote="Li Shenron" data-source="post: 7579057" data-attributes="member: 1465"><p>Quick thought...</p><p></p><p>A lot of people who like complexity actually like <em>their own</em> complexity. Almost everyone I know who is a fan of high-complexity games uses house rules in RPG because they are unsatisfied by how things are designed by the authors. I might be wrong, but I have developed the feeling that their true motive is simply wanting to be <em>in charge</em>, and perhaps even wanting to believe they are better than professional designers. It might be just a casual correlation of two different things, but at least it's something I've noticed first-hand in gamers I know. And I am also partially guilty of this myself!</p><p></p><p>The opposite trend of wanting low-complexity games exists for a variety of reasons, but I cannot exclude that in part is also a reaction to those in the hobby who have the profile above. I'd say however that the <em>main</em> motivation for wanting low-complexity games is simply because higher complexity requires a bigger effort (especially for DMs) but doesn't necessarily improve the game for everyone. Maybe it's the simple fact that the relative amount of gamers who aren't willing to invest too much time to learn the rules or "master" character design, and those who can only afford casual gaming once in a while (and therefore want to quickly get into the game with little preparation) has grown a lot.</p><p></p><p>However, in theory a low-complexity game can be better for everyone. Those who want low-complexity already have it, and those who want high-complexity are free to add their own rules and designs. If you start with a high-complexity game, it is more difficult to both, for the first to tone it down and for the second to accept what is already provided by the designers, or change it without causing unwanted consequences.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7579057, member: 1465"] Quick thought... A lot of people who like complexity actually like [I]their own[/I] complexity. Almost everyone I know who is a fan of high-complexity games uses house rules in RPG because they are unsatisfied by how things are designed by the authors. I might be wrong, but I have developed the feeling that their true motive is simply wanting to be [I]in charge[/I], and perhaps even wanting to believe they are better than professional designers. It might be just a casual correlation of two different things, but at least it's something I've noticed first-hand in gamers I know. And I am also partially guilty of this myself! The opposite trend of wanting low-complexity games exists for a variety of reasons, but I cannot exclude that in part is also a reaction to those in the hobby who have the profile above. I'd say however that the [I]main[/I] motivation for wanting low-complexity games is simply because higher complexity requires a bigger effort (especially for DMs) but doesn't necessarily improve the game for everyone. Maybe it's the simple fact that the relative amount of gamers who aren't willing to invest too much time to learn the rules or "master" character design, and those who can only afford casual gaming once in a while (and therefore want to quickly get into the game with little preparation) has grown a lot. However, in theory a low-complexity game can be better for everyone. Those who want low-complexity already have it, and those who want high-complexity are free to add their own rules and designs. If you start with a high-complexity game, it is more difficult to both, for the first to tone it down and for the second to accept what is already provided by the designers, or change it without causing unwanted consequences. [/QUOTE]
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