Robust or Needlessly Complex?

In thinking about Pandora Excess – an RPG concept based on the Borderlands series of computer games – I have come to realize it is not complex systems that I dislike, it is the pre-decided judgements that such systems seem to regularly include.

During the playtest of D&D Next/5E, I was thrilled with the game I was seeing in the playtest documents. That game is still there in the published version (free on-line), but it became the behemoth I had feared it would. It was not the system, per se, that created the bloat, it was the situational cases that have attached to it.

Not the feat system, nor the skill system, nor the saving throw system are bloated in the 5E core rules as presented. The problem comes in the minutiae that then follows, explaining what happens when someone falls down, when someone jumps over a chasm, when someone eats a bad mushroom, and on and on. As a G/DM, I don’t want that, and when I see a 200 page rulebook, I expect that is what I will get.

I can make a robust system, perhaps even with subordinate systems, without the bloat that I dislike. I can still build a sturdy and complex framework yet leave it to the players and GMs to flesh it out, to decide how exactly things will work in their world.

I can even leave shared narrative control that is so important to Nefertiti Overdrive. If I want to move forward with Pandora Excess, I can still do so with the design philosophy that has inhabited so many of my games – don’t ask me, tell me.

Yeah, this is probably all really obvious and I’ve been a complete tool the entire time. That would not surprise me in the least. However, for me, this is an epiphany.

And it makes me excited.

You can find out more about Borderlands here.

You can find out more about Pandora Excess here.

You can find D&D Next/5E here.

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