Wanted to open a topic for this even though we all pretty much posted our comments on the Meetup board.
It reminded me a great deal of playing HeroQuest. You get a very basic character types and simple character progression and no built in personalities or system generated character quirks. It has been so long since I played that sort of system, I had forgotten how unnecessary structured personalities are for roleplaying. I enjoyed finding the characters personality through play like I did back in the day. Most of the stuff I have played lately involve character flaws being generated by mitigating negative points for the purpose of attaining more positive points. You wind up not just picking flaws you think would be fun. You pick up the ones that you think will do the least amount of damage to your character mathematically. Also these systems encourage more in-depth character generation and a much longer likely lifespan. Whether this creates the sense of more in-depth roleplay is arguable as any character is going to have as much personality as any player is willing to put into it regardless of the system. The only inarguable difference is that a more complex system will reward players with more realistic play and systemic ramifications for the little quirks they enjoy. It could be argued that by minimizing rules, roleplaying fills in the gaps. The less a player is worried about the math behind the rules and their character, the more time they can spend thinking about their character reacting to the environment.
Kind of stream of consciousness, but now I am out of time.


