I was talking with John Payne from Sycarion Diversions about system simplification.
Many games build complex systems, then offer means to simplify the rules. John suggested that perhaps games should build simple systems, then offer options to make them more complex.
I can’t help but agree. I aim to make the core of Echelon as simple as reasonably possible, with options for extending or expanding as desired or needed.
Areas that can readily gain from this (this list may change over time):
- Duration
- Range
- Area of Effect [too hard right now, doing a good analysis to simplify will take time I can’t afford for a while –kjd]
- Task Resolution (Pass/Fail, Degrees of Success and Failure)
- Character Creation
- Actions