For SFB there were times it felt like we argued more over the rules than actually played the game. In fact I'm fairly sure that's an accurate statement. The famous explosion strength of an Andromedan Dominator self destructing with ships in the hangar, or the ECM debates, tractor debates, or the "How many drones can a Fed CVA group handle" ... the list goes on and on.Arguing about the rules is a different beast. Tell them to go play Star Fleet Battles where finding obscure rules to win a combat appears to be part of the design of the game. In a RPG (or any situation where there's a referee), the best method I've found is for the referee to make a quick decision to keep play moving. If someone has an issue with a decision, they can discuss it after the game (or games) is over. In this way a body of house rules can be created for the future.
For SFB there were times it felt like we argued more over the rules than actually played the game. In fact I'm fairly sure that's an accurate statement. The famous explosion strength of an Andromedan Dominator self destructing with ships in the hangar, or the ECM debates, tractor debates, or the "How many drones can a Fed CVA group handle" ... the list goes on and on.
But comparatively, does TCS have all that many rules? IIRC most of the book is dedicated to building a fleet. Again, many apologies as all my stuff is locked up right now, so I can't reference it.
Compared to SFB, proportionally, TCS has zero rules.
SFB gets a bad wrap historically, but, frankly, the Captains (Doomsday) Editions clean up so much of the game. The problem with SFB is simply the geometric explosion of effects as all of the different systems and technologies interact.
Truth be told, all Captain's did was redistribute the problems to other areas...
Explosions under captains are less dangerous, thanks to fixed values.
And post Captain's, they kept adding more and more and more...
I started with Designer's ed; played commander's and captains... Quit playing around 1999 due no one left willing to spend the effort to learn the nightmare of rules.
Of the roughly 1500 distinct ships I've got SSD's for, I think between my friends and I, we may have used 200 total different ships each, and maybe 600 amongst the 6 of us...
And half the rulebook (not counting the scenarios) never got touched, or got used once and never again.
last I counted, SFB was averaging 600+ ships per race, not counting upgrades, 14 main races (Fed, Kli, Kzi, Lyr, Hyd, LDR, Wyn, Rom, Gorn, ISC, Thol, NeoThol, Selt, Jind), 8+ simulator races, several tholian old galaxy races (tho I don't have them)... (Counting upgrades, the feds have 148 in the latest MSC I've got and more added since then.)
TCS+HG generates complexity not from multiplicity of systems, nor complexity of individual rules, but from lack of restraints on design, and by allowing one to design one's own ships. No restraints upon abuses.
Murph, you keep posting this, but I can tell you it is not possible to build the ships you talk about without reducing their agility to such a point they are sitting ducks to j3 a6 designs.
If you have j4 and a6 meson screen 9 and nuclear damper 9 then you have little or no armour and my PA spinals tear you apart, not to mention the degradation my non-nuke factor 9 missile bays cause.
It doesn't matter if you build to the break points because my jump 3 ships have the agility you lack and the armour you can not afford.
Post the designs you think are munchkin, they are either broken or house ruled designs.
The only defence that works against spinal PAs is to be big enough that you don't take the crits (which is way beyond the breakpoints for size) or have enough armour to mitigate the crits.
Post the designs.