Purity or Density
There is a famous quote in software engineering or perhaps engineering in general, the gist of it being “the design is complete when nothing can be removed”. The point is elegance from simplicity and purity. No diversions from the focus of the effort. I cannot find the original source tonight but it matters little.
For the record, apparently it is Antoine de Saint Exupéry who is credited as saying, “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. ” -KO
Deviation from the core of a system exposes the writer’s passion. I feel the wanton need to deviate into topics that are not centric to a rule system. Yet they are interesting to me and relevant to the genre. Looking through many rule systems, I see that many others have wandered down the same path.
When is it appropriate to sanction these departures? How far do you allow them to progress? If the deviation leads to an entry that hooks a novice, is it is truly bad? Puirty provides elegance and the capability of those capable to expand it into many frontiers.
But… Recall that first system you held in your hands. Likely, it was rules heavy and relayed something about nearly everything on how to play the game. Just as likely, you tossed aside nearly everything ephemeral to the core of the system because it was impssible to remember or manage. Still, fun was had by everyone in that first session.
I love light rule systems these days but I’ve had years to progress to that point. I can tweak it to fit my needs in a matter of minutes and the experienced group I get a rare chance to play with can do the same. The running of the system might hook someone but if they pick up the “book” is it enough to hook them?
– Ramblings of Mark -
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Tags: Annoyances, Game Design, Musings, Ramblings of Mark, rpg, rules, system





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