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General Tabletop Discussion
*TTRPGs General
Will the complexity pendulum swing back?
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<blockquote data-quote="Umbran" data-source="post: 9764399" data-attributes="member: 177"><p>It think you seem to be defining "the industry" as everything other than D&D, which is still actually most of the market, and is/has been what most would call a "medium" crunch game for a decade and more. </p><p></p><p>In addition to what Morrus points out, I think tabletop RPGs don't go so much for heavy crunch any more for some good reasons:</p><p></p><p>For one thing, other forms of game do heavy-crunch better than ttrpgs have ever done it.</p><p></p><p>In addition, really solid engagement with heavy-crunch rules tends to take up brainspace, to the point of pushing out the other things that ttrpgs are better at. If we are spending 20 minutes working out the crunch of a round of action declaration, the other elements of role-playing have been set aside for long enough that we lose context and attention for them. Heavy-crunch RPGs, then, become an exercise at context-switching, which humans are much, much less good at than we often claim to be.</p><p></p><p>These combined leads to the question - why, exactly, are we using an ttrpg for our heavy-crunch goodness? Maybe we should go to other types of games for that joy.</p><p></p><p></p><p></p><p></p><p>Specifically, board games have vastly smaller decisions spaces for their players. Yes, the rules for Monopoly will fit inside the box top, but the number of things the player can choose to do is small.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9764399, member: 177"] It think you seem to be defining "the industry" as everything other than D&D, which is still actually most of the market, and is/has been what most would call a "medium" crunch game for a decade and more. In addition to what Morrus points out, I think tabletop RPGs don't go so much for heavy crunch any more for some good reasons: For one thing, other forms of game do heavy-crunch better than ttrpgs have ever done it. In addition, really solid engagement with heavy-crunch rules tends to take up brainspace, to the point of pushing out the other things that ttrpgs are better at. If we are spending 20 minutes working out the crunch of a round of action declaration, the other elements of role-playing have been set aside for long enough that we lose context and attention for them. Heavy-crunch RPGs, then, become an exercise at context-switching, which humans are much, much less good at than we often claim to be. These combined leads to the question - why, exactly, are we using an ttrpg for our heavy-crunch goodness? Maybe we should go to other types of games for that joy. Specifically, board games have vastly smaller decisions spaces for their players. Yes, the rules for Monopoly will fit inside the box top, but the number of things the player can choose to do is small. [/QUOTE]
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Will the complexity pendulum swing back?
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