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General Tabletop Discussion
*TTRPGs General
Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7769817" data-attributes="member: 6873517"><p>I get where you're coming from. The more transparent and simple the mechanics are, all other things being equal, the more they can get out of the way. </p><p></p><p></p><p></p><p></p><p>This can be an issue with both games you cite and I do think there's a real tradeoff between clarity of rules and fun to read. Still, ultimately games are meant to be played, although I do recognize that a lot of the enjoyment comes from the savoring. However, the <em>John Carter</em> 2D20 rules are likely to be lighter than, say, <em>Conan</em>, which would help a lot in the respect of stripping off the things that make <em>Conan</em> rather crunchy. I really like 2D20 in general but it does have a few too many bells and whistles in spots. I found a good bit of the special effects can simply be ignored or altered a bit and it sped up.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7769817, member: 6873517"] I get where you're coming from. The more transparent and simple the mechanics are, all other things being equal, the more they can get out of the way. This can be an issue with both games you cite and I do think there's a real tradeoff between clarity of rules and fun to read. Still, ultimately games are meant to be played, although I do recognize that a lot of the enjoyment comes from the savoring. However, the [I]John Carter[/I] 2D20 rules are likely to be lighter than, say, [I]Conan[/I], which would help a lot in the respect of stripping off the things that make [I]Conan[/I] rather crunchy. I really like 2D20 in general but it does have a few too many bells and whistles in spots. I found a good bit of the special effects can simply be ignored or altered a bit and it sped up. [/QUOTE]
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