Editing Opend20: Introduction

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OpenD20 is based around the idea of Elegant Simplicity.   
 
OpenD20 is based around the idea of Elegant Simplicity.   
  
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Some players believe that at a certain point rules get in the way of gameplay - they get in the way of ''fun''.  To these players rules have to be simple enough and broad enough that a game can be played without 'realism' becoming stifling.  A very good example for this is the game called Hackmaster.  There is a community that enjoys playing the game, noted for its over-the-top complex rules systems, these people are enjoying the game not only because of the fact that it is a parody, satarising just how ridiculous complex rules systems can be but many also state that they like a system that is heavy with rulesTo "rules-lite" players there comes  a certain point in time, a game can no longer be called a 'roleplaying' game (and becomes a 'roll-playing' game).  
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At a certain point, rules get in the way of gameplay - they get in the way of ''fun''.  Rules have to be simple enough and broad enough that a game can be played without 'realism' becoming stifling.  A very good example for this is the game called Hackmaster.  Although there is a community that enjoys playing the game, noted for its over-the-top complex rules systems, these people are enjoying the game because it is a parody, satarising just how ridiculous complex rules systems can be.  At a certain point in time, a game can no longer be called a 'roleplaying' game (and becomes a 'roll-playing' game).
  
 
At the same time, too much simplicity creates its own problems.  You don't need 'rules' to roleplay.  Many 'rules-lite' systems do away with attributes, skills... in fact, all you need is a GM to arbitrate and a group with good imaginations.  Dice and Character sheets are superfluous.  However, even people with very good imaginations benefit from having a common rules set to help get people on the right wavelength, and to create game balance (there is also an element of fun in the randomness generated by dice).
 
At the same time, too much simplicity creates its own problems.  You don't need 'rules' to roleplay.  Many 'rules-lite' systems do away with attributes, skills... in fact, all you need is a GM to arbitrate and a group with good imaginations.  Dice and Character sheets are superfluous.  However, even people with very good imaginations benefit from having a common rules set to help get people on the right wavelength, and to create game balance (there is also an element of fun in the randomness generated by dice).

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