My Castles and Crusades game made up for it a bit yesterday. I don't know that I can say that the slightly rules-light system has contributed to more character and story development at the table. Not to say that slightly more complex rules or more book-keeping has kept character or story development down (my Star Wars Saga game was built on personal character development and having the players take a strong hand in dictating how the story would progress). I can say, though, that it feels easier for me to design adventures and encounters, and it feels like less of a chore to run.
Really, this is what Castles and Crusades feels like to me:
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Its the dirty notebooks filled with hand-sketched maps and notes jotted down in the margins. It feels like beat-poetry.
3 comments:
Yeah, rules-light for the win! My Traveller game yesterday (the epitome of rules-light) at ATF went nuts. I'll have to tell you about sometime (normally that's something you don't want to hear from an RPGer, but you know how my games go).
...and I think you know that I appreciate hearing about your games. Even when they make me twitch. The twitching is good...lets me know the neurons are still live.
Love that map... reminds me of ones I made back in the early 80's :)
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