Lately I’ve been thinking a lot about complexity in table-top RPGs. I think most people view of complexity as a spectrum. A line. This game is more complex than that game.
But I don’t think it’s that … well, simple. Because it can feel very different depending on where the complexity comes from. With that in mind, I’m thinking of complexity is better expressed on a dual-axes grid with quadrants.
Let me explain …
Disclaimers:
I’m not a statistician. If I use terms incorrectly please be forgiving.
This is a work in progress. I’m not presenting this to you as some hidden truth I’m revealing. I’m sharing my thoughts and hoping for a dialogue and better understanding myself.
I’m not familiar with every game system. Far from it. I’m using examples from games I know. If you think a different game fits that description better, I’d love to hear it!
Sorting things into categories can be pointless and futile. Fuck it, I’m doing it anyway.
Defining the Axes: Rules (Elegant to Intricate), and Options (Sparse to Layered)
For purposes of this discussion, Elegant rules sacrifice nuance for simplicity. At their best, they stay out of the way and just let you play without having to refer to charts or look up exceptions. They’ll also push you into “rulings, not rules” territory which some would see as a plus, others a negative. For some gamers, if your rules are too ‘elegant’ you might as well just sit around and play pretend.
Intricate Rules err on the side of making sure to present a solution that best reflects the situation, even if that means having to reference charts, switch mechanics situationally, and have to remember a variety of ways to resolve problems. At their best, a deep, rich and immersive experience. At their worst? Well… a frustrating slog. Or even unplayable.
Sparse player options limit decision trees, promoting speed of play over depth of choices. This can factor in both during character building, and during play. Benefits are a light, flexible game that rely on role playing for character variety over different abilities and powers.
Layered player options can add a lot of depth to character build and in-game options leading to a crunchy and engaging experience for many, but typically sacrifice speed and ease of play. Can also promote optimizing the fun out of the game.
The Four Quadrants – Some Examples
“Modern” – elegant rules, layered options
Poster Child: D&D 5e. Fifth edition (both version) is a very elegant rule set. Your method of resolving any situation is roll a d20, add or subtract some modifiers, beat a target number. That’s it. That’s the whole game.
But the phrase “add or subtract some modifiers” is doing a lot of heavy lifting there. Situational layers of character classes and sub-classes, feats, skills, spell effects, equipment, conditions, terrain, etc. all make every test unique. I feel like a lot of the games coming out today fit this category. Basically any game that puts its meat into a variety of character builds and options over an otherwise simple system of resolution
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“Rules Lite” – elegant rules, sparse options
Poster Children: Shadowdark, “Mark of the Odd”, “Powered by the Apocalypse”, etc. When Shadowdark came out and I was considering trying it, someone I was listening to called it “The Basic version of 5e”. They’re not wrong. Shadowdark is my favorite game for taking everything I like about 5e games, and getting rid of the stuff that was started to bog them down, and throwing in a torch timer for added tension. Right now it is probably my favorite system.
If Shadowdark isn’t my favorite, the next closest is Cairn 2e, which is a Mark of the Odd game (i.e. a descendant of “Into the Odd). Even more elegant and streamlined than Shadowdark. No classes. No ancestries. Heck, you don’t even roll to hit. Just go straight to damage. Differences comes from the stats you rolled and a background, with a handful of trinkets and experiences thrown in. Variety comes from the way you play the character, not the way you built it.
Right now my personal tastes run towards “rules lite, flavor heavy” games
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“Old School” – intricate rules, sparse choices
Poster Child – Swyvers. There are better examples, but I’m going with this one because it was my read of the Swyvers core rules that got me to thinking about types of complexity. The game rules are short (rules lite?) but what rules there are can be quite varied. I’ve heard (third-hand) that designer Luke Gearing specifically wanted a variety of different ways to resolve situations, so that the game didn’t feel like you were doing the same thing over and over with just a different name every test. Some examples:
Resolving a skill check? Roll a number of d6 as determined by the GM (2-5 in the rules) to get a result under your relevant stat, modified by any skills you might have.
No one stat seems to fit? Roll a fixed 3d6 and get under a DC set by your GM (again, the DC is modified by any skills you have).
Doing an opposed check? Each rolls a d12 and adds the relevant stat and skills. Higher result wins.
Combat? Roll 2d10 under defense.
Initiative? No roll. Announce what you’re doing this round and go when the initiative order says that happens. Which can depend on whether this is the first round or not, or if anyone decided to charge as part of their action.
Casting a spell? Play Blackjack. No really, that’s how you cast spells. Get to 17 to successfully cast. Hit 21 exactly and you get a critical success. Over 21 is a mishap. I love it and can’t wait to try that.
There are also a bevy of well loved games that fit this mold. I’d every version of D&D from before 2000 here, plus all the various retro-clones like OSE, OSRIC, or Swords & Wizardry. In all these RPGs the system that runs the game may be a little complicated, but outside of that it’s rarely confused by character builds and options.
“Crunchy” – intricate rules, layered choices
Poster Child - … I … uh, I got nothing. I’m certain there are games that fit this mold, but none that I have any experience with. Based on reputation I might guess Pendragon? Traveller? I’m open to suggestions.
Crunch? Shadowrun, Earthdawn. Maybe PF2e given the variety of choices across 3 actions and builds at high levels.
For crunchy I would go with Champions, Gurps and Runequest.