Complexity in TTRPGs: weight, depth, and crunch

This post was originally posted on Cohost on January 22nd, 2023. I'm cross-posting here to preserve it after the Cohost shutdown.

I hang out in a TTRPG design Discord, and something I've found there is that when people talk about rule complexity and “crunch” there's often a lot of disagreement: people define these terms differently, value them differently, and have different relative goalposts1 for them.

Consequently, I've found myself trying to draw a fine-grained distinction between different kinds of TTRPG rule complexities. The definitions I'm about to give aren't descriptive—in fact, I think these are pretty uncontroversially not the definitions people have in mind when using these words—but adopting these as conscious jargon has really helped me clarify how I think and talk about rule complexity in TTRPGs.

In these conversations, I like to distinguish what I call rule weight, rule depth, and rule crunch as separate-but-related axes. I'll expand on this, but I also want to stress that none of these are value judgments on the games in question.

I said before and I want to reiterate: none of these are value judgments! When I say a game is “rules-shallow”, that doesn't mean it's a better or worse game than a “rules-deep” game. I think people can have their own preferences—my own preference, for example, is definitely for low-crunch games—but I don't think that makes them better or worse games. There are advantages to rules-light and to rules-heavy games, depending on the focus, intended play experience, level of engagement desired or demanded, and many, many other factors5.

A major reason I think separating these axes explicitly is valuable is because we can start to zero in on what kind of complexity people care about. Obviously, nobody is going to adopt these as “canonical definitions” overnight, but using these as a designer helps me separate out sources of complexity and In my own design work, I tend to aim for medium weight, variable amounts of depth, and low crunch. A designer with lots of disparate-but-non-interacting subsystems is aiming for heavy/shallow gameplay, while a designer with only a few basic principles that need to be kept in mind at all times might be aiming for light/deep gameplay. These are different kinds of complexity, and giving them names helps us keep track of them!


  1. Some day I might write a post about a common gripe I have, which is that I do not think Apocalypse World and the Powered-by-the-Apocalypse games immediately derived from it are actually rules-light. That's gonna have to be a larger conversation, though, because “PbtA” is a messy family name and people tend to talk about PbtA games as being significantly more homogeneous than they actually are.
  2. Usually, but not always: after all, the rules for Go are very simple but high-level Go play has a wild amount of depth to it.
  3. I didn't explain this in the original Cohost post, but my rationale for co-opting “crunch” to refer to mathematical complexity is that I'm treating “crunchy” as referring to “number-crunching.” In the past, I've usually understood “crunchy” as indicating that a game has rules that are comparatively fiddly or intricate in a way that often involved numbers.
  4. I guess you could try to write a one-page RPG where conflict resolution requires solving partial differential equations. …you absolute monster.
  5. Okay, the one place where I'm willing to add a bit of value judgment is around high-crunch games, because to me that's an accessibility issue: as a designer, I'd much prefer that my games be accessible to people with dyscalculia! But I understand that some people do genuinely like and enjoy high-crunch games, and I don't think they're wrong in doing so either.