RPGs: Detail vs. Simplicity
A conflict: on the one hand I'm attracted to the detail and broad applicability of games like GURPS, CORPS, and Hero (especially the effects-based powes frameworks of the latter two), but on the other hand I'm oppressed by the work involved in creating anything using them. BESM seems to be the best balance in this area that I've found so far, and while so I'm looking forward to the 3rd edition, I'm quite happy with the 2nd edition, revised.
And on the gripping there is the opposite extreme, with games like Over the Edge, Risus, Story Engine, and Fudge, which have (or can have) minimal details and very simple rules.
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