So a lot of the discussion here is around PbtA type games (though there are of course lots of others), which in my opinion sit at a fairly high level of abstraction. This is not a bad thing – abstracting things lets the game focus on the drama of the plot vs the specifics of tracking particular details. That said, sometimes having a bit more detail can be a lot of fun! For example, I was in a dungeon world game for a bit…it was a lot of fun (largely due to a DM who really got the sort of games that worked in the system), but I felt that the level of abstraction took a lot of feeling out of the game. Roll 2d6, check your results against a set band…over and over and over again. Add some special abilities. It got to feel a bit same-y. Of course, a good DM can introduce other fun elements, but often those exist outside of the game system – I’m interested in game systems which have a bit more meat to them.
On the flip side, meaty systems can often be a lot harder to run in my experience. A great example is Burning Wheel. I love the Burning Wheel rule book, but trying to run it, I found it a bit overwhelming…especially the specificity in skills and whatnot. I know this game can be excellent with an experienced DM, but still, I think that this is the downside of less abstraction…the rules matter a lot more, and if you hit a gap you don’t quite understand, it can be harder to deal with.
Another system that I have a love/hate relationship with Ars Magica. I think it just has such an awesome take on magic! But you read the rules and there is a ton of stuff about spell piercing and +10 modifiers and +20 modifiers and min(this modifier, that modifier) type stuff…it just felt a bit finicky. But I still love the take on magic.
I guess my holy grail would be a game which sort of takes the soul of burning wheel and ars magica, adds a touch more abstraction, and goes from there. But I digress!
I guess I’m curious to see what other people’s experience with heavier games have been. Do you agree with what I said above? Have you had different experiences? Are there any systems that you think are particularly good – or bad? (Shadowrun is notorious for just absolutely falling apart in play)
And I guess to push it one level further, what do you think are the tools games designers can use to give a system the sort of…investment and reward of a complex system, but while keeping it manageable in play?
as I mentioned in the op, while I like the flavor of the ars magica system, I think the mechanical execution isn’t quite my speed. That said I don’t think it’s just that it’s built around it…that might be necessary, but it’s not sufficient. Lots of games develop tons of rules to have really intricate systems and end up flopping. Shadowrun is a prime example. I guess I’m interesting in trying to find that balance…I do think ars magica sort of nailed its description of magic, but I don’t think that’s just because they focused on magic.