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. | ||
β | + | 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). |