Looking back at some of my old articles, I am noticing a shift in my feelings about complicated character systems. Yes I know, this is the Internet and everything you say will be held against you someday, but hey, I am human and my feelings can change.
I had this assumption that games with complicated character design systems were bad. Now, reading through Rolemaster and enjoying some of the stakes and depth, my mind is slowly changing. Also, being alone I have a lot of time on my hands to read and understand things. In my old life, yeah, my gaming group lived fast and loose. We wanted to get in, shoot some lasers and swing some swords, and kick down the door to the room with the loot.
These days, I have time. Time to think and to understand.
I still appreciate the simple games, the ones quick to get into and enjoy. There is an art to crafting those, and to create one with depth and a lasting appeal is a difficult thing. I am planning on reading HARP and enjoying it post Rolemaster Classic, but diving through this games lets me relive a part of my experience gaming and understand things a little better.
"But have you played this...?"
I am looking at all the confused rules and tables, trying to figure them out, and getting a rush when I discover the secret that makes it all work. That is the arcane knowledge that made a good gamemaster back in the day - someone who knew their stuff. Someone who could teach others, be the cool kid, and start others on the journey to be as cool and smart as they were.
It was like this with AD&D, if you were a great dungeon master in your school, that was social status. That was being popular (among us nerds). That was being someone all the cool kids wanted to play with.
If you were a great DM, kids knew you. You were a wizard like Gandalf who knew all the arcane rules and could unlock the door to unlimited adventures.
Simple games were for kids (that was our group's feeling back then). We play this because it is hard to play for a reason. Your commitment to that game, and to those rules, and your investment in time and brain power to decipher the game you loved wasn't only a commitment to yourself, it was a commitment to your friends and your group.
The Appeal of Simple Games
As I got older, I had less time. Simple games were where it was at. It did not help the profit model for these companies required them to revise and reprint their rules on a schedule, and expand the game into obsolescence and "create a reason" for the next edition. Simple games were an immunization versus that, and that in part lies in the appeal of the OGL retro-clones today.
Those won't change. Games like Basic Fantasy are here forever.
But having more time means once I read a simple game, the effort spent understanding it is simple, and while i may get a weekend of fun reading it, I never end up playing it. I would with new players, perhaps, if I had a group. I would not start new players on a game like Rolemaster, no way.
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