Whole heartedly agree - in RP I prefer minimal die rolling - and fewer cooky cutter details myself.
I think you somewhat over-mixed two things there though - GM freedom from excessive rules (RP versus simulation) and the other major ingredients for enjoyable roleplay (trust and non-competitive play). Not saying they are not related - messed up, either one alone can ruin RP - and together, done well, they do make for the best experience.
Design systems complexity is not directly related to RP. But, recognising the same balances is nice - hence, I am not so interested in 'realism' as flexibility, consistency and ease of use (formulas winning in many of these areas - even ease of use). I.e. - it doesn't have to be a simulation - but I do want to be able to trust it (consistency) and not fight with it to make my creations 'work' within its framework (not force things into crappy tables with needless cross reference coding).
I think you somewhat over-mixed two things there though - GM freedom from excessive rules (RP versus simulation) and the other major ingredients for enjoyable roleplay (trust and non-competitive play). Not saying they are not related - messed up, either one alone can ruin RP - and together, done well, they do make for the best experience.
Design systems complexity is not directly related to RP. But, recognising the same balances is nice - hence, I am not so interested in 'realism' as flexibility, consistency and ease of use (formulas winning in many of these areas - even ease of use). I.e. - it doesn't have to be a simulation - but I do want to be able to trust it (consistency) and not fight with it to make my creations 'work' within its framework (not force things into crappy tables with needless cross reference coding).