This looks like rather good advice, and I like the comparison to brutalist architecture. It feels like it fits, because so many seem to think brutalist architecture is ugly.

Personally, I like how functional it is; and similarly, functional (if plain) adventures make for good sessions.

  • pitl@lemmy.sdf.org
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    1 year ago

    I think there’s a distinction to be made between game mechanics and game content here. I think a brutalist content style is… usually a bad fit for tabletop, but I think there’s some worth to the idea of lower cognitive load on the mechanical end. Kind of calls systems like Fate Core and Cairn to mind on that front; straightforward, generative core mechanics, but actual games can range from pretty stock fantasy material to absolute gonzo dreamscape depending on the game and table in question.

    That being said… mechanical crunch and wacky, complicated mechanics can be really enjoyable as well. I think that’s pretty much a “tastes vary between people and time” kinda thing, there.

    • Berttheduck@lemmy.ml
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      1 year ago

      That’s true, I have been leaning heavily to narrative games lately so there’s something to be said about mechanical simplicity and still telling fun stories together.