Wow, long thread. I will admit I don't have time to read it all, but let me say this. I think there has been a misunderstanding of my talk. I never said I don't like complex systems, just that I don't like the presentation of so much complexity in the first few minutes of the game, like in character creation. We lost a lot of potential players to that. That isn't hypothetical. I have emails and reviews to back me up.
Think of an RPG like a mountain. In my older RPG's, the only way to the top was going up cliffs, but many of you like rock climbing so it didn't matter. But a lot of people never even tried to do it. So I am building a road that lets people drive to the top of the mountain. The mountain is still as high as it used to be and the view is just as spectacular, but now more people can enjoy it.
There is so much misunderstanding on this thread, but I know you are smart and RPG-savvy people. That makes me think my first point of the talk is even more relevant: the need to reduce the learning slope to introduce something new. In other words, I think I need to simplify my talk.
Anyway, it took 30 hours on three flights to get back to Los Angeles from Croatia, so I am operating with severe jet lag. I will try to explain this more later.