Some of my longest games (i.e. years long play) have been done using fairly crunchy systems.
FFG's Star Wars RPG series (Edge of the Empire, etc), and it's sister system Genesys, D&D5E.
I think the important thing is, if you're going to use a system that has multiple rolls to resolve a single action, OR a rules-lite system that requires a conversation to resolve an action - which make no mistake is just as difficult if not more (like a PbtA or BitD or Burning Wheel), you really need to have players that are experienced with that system so that they can anticipate the rolls and our questions that need to be asked/answered, and most importantly complete them or ask/answer them on their own in advance without having to be prompted.
It's back and forths, over small details or things that can and should have been addressed in an anticipated manner, that kills momentu, from a gameplay perspective.
And the same thing can kill momentum from a narrative perspective as well, even using systems with minimal rolls and conversation. If, as GM or player, you're having to prompt your players or GM to get every minimal bit of information out narrative from them that is needed to be informed about what's going on and to move things forward? It's gonna drag on and ppl will lose interest.
So... I would say, it's less about system, and more about good players and GMing.
Though I have encountered some systems that just never seem to work for long... Shadowrun, Burning Wheel. Though again even in those instances there are player/IRL issues that could be pointed to that contributed to each games failure as well.
Last edited September 26, 2023 2:15 pm