In 2026 I finally realized that the tabletop RPG market appears to be heavily weighted in two directions: those games of enormous page count, laden with a density of information; and on the other side of this curve is a veritable mountain of tiny, often zine-shaped games filled with what can only be described as a strangely minimalist approach to content.
I feel like there's probably a line to be drawn from how RPGs used to be, and how for many people the barrier of entry was finding the time and energy to read hundreds of pages of material to get familiar with a game or setting to run it, and today, where you have games like Mork Borg where 90% of the game experience is interpreting the surreal art and parsing out tiny nuggets of rule or setting data.
The interesting question is maybe not whether minimalist game systems are a response to the older style of dense, text- heavy games, but rather: is the market for more "information lite" game systems and text actually a sign of changing times? Even dense tomes like the newest 5.5 edition of D&D are actually rather information light; these books use less of the page with a bigger font to convey less information per page; just look at the D&D 2014 race write-ups to the 2024 ancestries for a fine example. Or take the 2014 DMG, which is packed with stuff (both to its betterment and its failure) compared to the briefer and lighter 2024 DMG.
There are plenty of games where word density and system or setting depth is important; just witness Pathfinder 2E for proof this is still a thing. Cyberpunk Red, Shadowrun 6th, Coriolis, Call of cthulhu, Mythras, etc....there are plenty of these sorts of games, the "old guard" if you will out there and in circulation.
But then we have some games where the line is crossed: Shadowdark is what got me thinking about this notion in the first place. I mean, Shadowdark is a minimalist spectacle where you get the Big Fat Rulebook experience with a torrent of supplemental material, but the actual result is a shockingly low word count, a system that appears to be allergic to exposition or setting depth, and a paucity of rules content that borders on a sort of weird art.
I was going to argue that Old-School Essentials is more of a middle ground here, given it is a precise retelling of the original B/X D&D system, and it really is....but all that demonstrates is that the idea of "rules with lite content in presentation" was also a thing in the early eighties. Indeed, one need only remember the myriad titles of Fantasy Games Unlimited to remember that this is actually a very old concept. So if oneis trying to ascribe the current wave of minimalist RPGs exclusively to short attention spans of modern crowds, I think that is probably not true, because we had plenty of games like this back in the day. What is true now is that the density of informtion in current rulesets is even skimpier and more graphically dependent than the many old FGU games ever were, though.
On the other hand OSE is a great example of how even a famously simple ruleset that has been presented in a somewhat minimalist fashion (B/X D&D editions) later evolves into something much more dense and complex (D&D Rules Cyclopedia). Indeed, for fun just read through the original Basic Set (Otus edition) D&D book, then contrast it with the OSE book (which is probably of the same word count, but manages to organize the information much more efficiently) then contrast the two with the much more elaborate and denser combat rules section of the Rules Cyclopedia. Same game....but just now with more density and more use cases being documented.
Lately I have been a bit torn about the fact that I definitely fall in to a more old school camp when it comes to how I like my rulesets, dense and thick with too much information, vs. the fact that a game like OSE is so wonderful in its concise get-to-the-point approach of design, and then Shadowdark, which I love because it is designed to reduce complexity that could get in the way of jumping right to the part where you play the game, but perhaps at the expense of making its rules tomes and supplements anything more than utilitarian outlines that feel like a Cliff's Notes edition of D&D.
This means that....if you are still in a corner of the hobby where part of the experience is reading and figuring out these rulebooks and their systems, then a game like Shadowdark really doesn't offer much to you.
Ah well....I guess while I mull that conundrum over I shall just resume reading the latest batch of Mythras books I just got (a Fioraccita supplement, Mythic Venice, and several third party modules I found on drivethru that I finally took the plunge on). Mythras is unquestionably in the old school camp of "there is no such thing as too much information."
Or maybe I will read through some of my Mothership books....despite being definitely part of the zine scene where the "rules lite, informtion lite" era of gaming has been flourishing lately, a nontrivial number of Mothership books are actually super information dense (albeit for scenario and setting content), but in a tricky way where it disguises this density through the medium of contemporary short-form module design.
I guess the one thing I can say for sure is: there's definitely something for almost everyone out there!