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At what point do the rules of an RPG stop "providing an experience" and start "getting in the way" of a decent campaign? Would you say the threshold of granularity or rule annoyance is something wholly subjective and dependant of each group, or are there more objective measures to help designers figure out when you shouldn't go with x or y approach to a set of mechanics?
I feel like since it's something possible to point out in hindsight, there's a possibility of recognizing these patterns in advance.