A while ago Harald posted on Google+ and wasn’t too sure about the system. We had talked about the Solar System RPG before and so I asked him what had made him change his mind. After all, he had done the German translation of the system. Harald turned the question around and asked me instead: Looking back at the game I ran from character generation to transcendence, what had worked well and what had not?
I want to preserve what I said back then on my blog instead of loosing it in the depths of Google+:
Without thinking about it too long, it seems to me that the system is not quirky enough for me. If the rules are too simple, too unified, then results end up being predictable. With results I’m referring to the game experience at the table. With D&D and other traditional systems, it’s hard to figure out how your game play will change. There are weird spells, weird monsters, all of them with little extra rules that cover their specialty. In their totality, the systems are not rules-light, even if some of them such as the old school D&D variants have simple character generation.
I think this is also related to Changing Gameplay Over Time.
I don’t have much D&D 4E experience, but I’ve seen people complain online about the perfect progression of character’s abilities and monster’s abilities. Old versions had asymmetries over time such as attack bonuses growing faster than armor class, save or die effects eventually dominating hit points.
Furthermore, non-quirkiness promotes abstraction. Abstract combat, abstract conflict resolution, and I’m wondering whether as a gamer, I might prefer more grounding. I’ve heard the same argument from other people, too. Sometimes it is also discussed under the label of Dissociated Mechanics. I end up not liking the abstraction of chess and prefer the speculations at the table that come with such questions as “what do you see when invisible people walk through water” or “can the fire reach me around the corner?” If you have quirky rules such as how fireballs work, then you can draw conclusions as to what happens if obstacles block the fireball’s path and use them in play. If the system is very abstract, then we roll first and interpret or explain the result afterwards.
The end result, therefore, is that the game felt a bit blander than before. The story felt like epic high level D&D without all the pain that high level D&D 3.5 would add, but the actual game experience felt blander than the simple Labyrinth Lord games I like to run.