TBH, it all seems so boring right now, because of how much is going on in these games. Plus I feel like wasting my time on poorly written stories (adventures) or wasting my energy on creating my own concepts just for the evening's amusement at the table. Plus like I've said somewhere earlier, RPG's require commitment on a very different level than boardgames. When playing some OCS monster, you need to have time and space, but nothing will happen when you'll skip a gaming meeting or two, or ten. It's like "save game" at the table. Not the case in RPG's, where you simply need to commit yourself for playing sometimes year-long stories on a more or less regular basis. Playing solo? No way. And forget about small chit-chat during gaming. For me, it's the antithesis of fun and socializing.
I respectfully disagree.
I believe that a well made RPG campaign can easily eclipse anything that ASL can offer, in depth, in scope and in complexity. And ASL can offer a lot, to be sure.
The rules of the RPG you play are important, needless to say. Bad rules will inhibit gameplay, excessively complex rules can make it cumbersome.
Opposed to ASL, for a RPG the rules merely provide the framework but not the basis for play. It is called ROLE playing, not RULE playing, after all. In ASL, you can do everything the rules allow but nothing beyond the scope of the rules. In good role-playing, most of the game happens
beyond the rules: It is the dialogues, playing the role, coming up with ideas (creating adventures & campaigns as well as creating & developing the character and solutions to the challenges). The rules merely kick in to reflect actions which you can't "talk".
As for commitment...
Even the largest ASL CG is but a pale shadow compared to the commitment it can take to play an intricate RPG campaign. I have been playing RPGs for around 30 years. One campaign I mastered ran longer than 10 years. The effort which went into building and developing it was monumental: Storylines, interest groups, political theaters, plans, drawings, reacting to the (often unforseen) actions of the players, continuously adapting and creating, interweaving the action with the history and background of the world we played in. This might add up to 1000 pages of material created beside the 'existing' background of the world and not much of it dealing with the rules at all - not taking into account the notes and diaries of the individual players. Indeed, this campaign only ran out (unfinished, needless to say...) after I had moved and it became impossible to play at least one evening a week. As a consequence it became impossible to remember all the details that were necessary of the ongoing story. Try to miss out for ten sessions, and you are lost like Columbus.
Of course, for me a ready-made dungeon with some hack & slay action and collecting booty afterwards has nothing to do with roleplaying. Rolling the dice and chalking off hit points is simple mechanics. As is ASL, basically. Any 8-1 Leader is just a mechanical game piece. But it is totally devoid of any "character", and that is where roleplaying begins.
As a bottomline:
The scope of ASL might be vast, but it is limited to the rules, the counters, the scenarios, and the maps.
The scope of roleplaying, in contrast, is infinite if well done.
von Marwitz