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detail vs. simplicity

how do you like to play?


  • Total voters
    65
Simplicity and Realism are not mutually exclusive. The question is always, "Can realism be expressed in a simple way?"

There are game systems that find a good balance. For example, the D6 system (my experience is with WEG's Star Wars) is a flexible system (can be quite a heroic game or slightly tweaked for a down right deadly and gritty game) that provides just as much detail as a much more crunchy system (d20 comes to mind). D6 Star Wars provides all the detail and grit of a d20 game but does it in a very simple, very intuitive way.

I vote for simplicity and realism.
 
Also +1 on the two being achievable together.

however, if forced to choose, my choice is for simple, playable rules, every time.

Traveller is, first and foremost, a game, not a universe simulator, and is designed to ne a enjoyable co-operative RP experience . Nothing should detract for that, in my opinion.

By all means, have extra rules and such hat allow for depth. because I like to rules lawyer a little too, but keep them optional if they are going to slow down the core game.
 
I want a bit of both.

I want the things done *during* the game to be fast (thus simple) but also feel realistic in the context (i.e. movie realism).

On the other hand I like the stuff that the GM gets to play around with in the background before a game, like world creation, system generation, alien species, technology etc to be full of detail and tables that generate interesting randomness.

Also on that last point those detailed generation systems need to have a quick streamlined version for emergencies. I've had a lot of entertainment over the years just generating random critters, planets etc.
 
I am sort of halfway between. I like simply, easily understandable rules, which is why I like Classic Traveller, but also like to put some realism in the game as well.
 
Oh, I have to choose? Okay, if I had to choose, I would choose simpler over more realistic. Thankfully that sort of easy decision is never available.
 
Oh, I have to choose? Okay, if I had to choose, I would choose simpler over more realistic.

...because the game flows more that way, it's more narrative and inclusive, and it doesn't stuff up dramatic or tense moments with "astounding idea, I'll just see if I can find the table that covers this and get back to you in a minute"...

There are game systems that find a good balance. ... I vote for simplicity and realism.

I vote with S4. If I had to choose, I'd go for simplicity, but I don't reckon there's a need to be forced into one or the other.

As for systems that allow us to achieve this, I reckon T5 gives us this ability. Quick skill or stat checks can cover most issues, and flux is a bloody useful roll to have.
 
I'm in the minority here. Our group strickly role-plays. There is no book opening or rules looking upping during our games. And we don't talk out of character during play. Games are fluid and in real-time.
 
I'm in the minority here. Our group strickly role-plays. There is no book opening or rules looking upping during our games. And we don't talk out of character during play. Games are fluid and in real-time.

Very interesting. I'd love to watch a game like that some time. I've heard of these types of games but never played in one.
 
I want both.

I want detail about the setting, or the tools to make my own detail.

For a game system I want simple, it should be intuitive, easy to pick up, easy to explain to noobies, quick to resolve stuff.

Realistic is a total waste of time - most players do not want realism, they want to be the ex-seal bartender that can dodge bullets and repair starship engines. They want to be able to shoot at bad guys and drop them with one well placed shot but be totally immune to such things in return.

If they want realism, the next time you are running a fantasy game have them scratched by a rusty nail and die weeks later from sepsis...
 
I want Fire Fusion and Steel like makers to produce items for a LBB1-3 game using Rule 68A for tasks.
Keep the complexity behind the scenes.
 
I'm rarely at either extreme, but I do like a variety of levels of detail, depending on the scenario and the players. That's why I like CT - you get to choose how much detail you want in your campaign based on which books, supplements, and other add-ons you use.
 
i am curious as to which way people lean .
what type of traveller are you ?
do you prefer a simple game with fewer rules , and more flexibility, or a game with lots of detailed rules for realistic simulation ?

Somewhere in between. binary polls are problematic.
 
The story is what is important. While you need some degree of accuracy and such without a good storyline all the technical detail in the world is worthless. It is also bad when the game gets bogged down in details rather than moving towards a conclusion or goal of some sort.
 
Somewhere in between. binary polls are problematic.

Whoo, that would be non-fun. That said, I do have a set of binary dice I got at a telecom convention back in the late 90s. No, not pennies - they're cheap plastic 6-siders with three 0's and three 1's apiece.
 
...most players do not want realism, they want to be the ex-seal bartender that can dodge bullets and repair starship engines...

Hmmm, sort of like Under Siege. I'll have to remember working that into our next gaming session. Thanks for that!
 
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