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*TTRPGs General
Will the complexity pendulum swing back?
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<blockquote data-quote="Argyle King" data-source="post: 9767191" data-attributes="member: 58416"><p>Just trying to give more insight through what I think may be a better example. </p><p></p><p>•In 3rd Edition (the edition that I started with,) one of the memories that sticks out is learning that how I thought the Leadership feat should work and interact with the game world turned out to be very different from what was best in actual play. </p><p></p><p>I liked the idea of having an army, building a castle, and the various things that a hero might do in a fantasy novel or movie. However, I very quickly learned that even an entire army would still likely still lose (and lose badly) if put up against challenges that were an appropriate challenge for my character. </p><p></p><p>So, instead of being a hero courageously leading an army, taking the feat instead turned into having a team of NPCs working like a cross between a sweatshop and a NASCAR pit crew to help build my character items and resources. </p><p></p><p>That was very much at odds with what I expected. I think it's even at odds with how the game itself presented the option. How that relates to complexity and my previous comment is that I had to learn how to play the game in a way that was neither intuitive for how I thought something would work nor was it obvious to understand from how the game itself advertised itself to work. </p><p></p><p>In contrast, if a GURPS character has Allies, Patrons, a mount, or whatever; it doesn't seem to break the assumptions of a setting or a playstyle. It works pretty much exactly how it tells me that it works. And how it works is within the ballpark of how I would already assume that it should work. </p><p></p><p>There are still things that I houserule. no game is perfect. But, for me personally, my experience with it has been that it's not nearly as complicated as it has a reputation for being. For me, I think that's because a lot of it works how it seems like it should work. </p><p></p><p>The exceptions to that (for me) have been rules for spaceships, jumping, and collisions. Jumping and collisions aren't particularly difficult to figure out, but the Basic Set way of doing them is indeed slow. There are quicker versions that can be found in later products that are better.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9767191, member: 58416"] Just trying to give more insight through what I think may be a better example. •In 3rd Edition (the edition that I started with,) one of the memories that sticks out is learning that how I thought the Leadership feat should work and interact with the game world turned out to be very different from what was best in actual play. I liked the idea of having an army, building a castle, and the various things that a hero might do in a fantasy novel or movie. However, I very quickly learned that even an entire army would still likely still lose (and lose badly) if put up against challenges that were an appropriate challenge for my character. So, instead of being a hero courageously leading an army, taking the feat instead turned into having a team of NPCs working like a cross between a sweatshop and a NASCAR pit crew to help build my character items and resources. That was very much at odds with what I expected. I think it's even at odds with how the game itself presented the option. How that relates to complexity and my previous comment is that I had to learn how to play the game in a way that was neither intuitive for how I thought something would work nor was it obvious to understand from how the game itself advertised itself to work. In contrast, if a GURPS character has Allies, Patrons, a mount, or whatever; it doesn't seem to break the assumptions of a setting or a playstyle. It works pretty much exactly how it tells me that it works. And how it works is within the ballpark of how I would already assume that it should work. There are still things that I houserule. no game is perfect. But, for me personally, my experience with it has been that it's not nearly as complicated as it has a reputation for being. For me, I think that's because a lot of it works how it seems like it should work. The exceptions to that (for me) have been rules for spaceships, jumping, and collisions. Jumping and collisions aren't particularly difficult to figure out, but the Basic Set way of doing them is indeed slow. There are quicker versions that can be found in later products that are better. [/QUOTE]
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Will the complexity pendulum swing back?
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