zerebrush: ... the best thing could happen to RPG's had been when these games went from pen and paper to PC's - before you needed a DM, one of the players that kept a close eye on statistics. Where all game events had been calculated (the outcomes) on base of a large amount of rules and numbers, all these things vanished ito the background, keeping the players unhampered by these things.
Great! Now you don't need any friends anymore to roleplay!
While I love CRPGs, they're only a meager substitute for the real thing. My friends don't always have time, but my PC does. But I'd never in my life call the move to PCs "the best thing that could happen to RPGs". PCs can't improvise. It's unavoidably a very limited experience. In The Witcher, there's tons of stuff that I'd want to do but can't, simply because the system doesn't support it. Real RPGs tend to be much more detailed in the stuff they can handle, and even when they're not, you can always improvise, which a PC simply can't.
While it's true that some RPGs are so complex that the rules can get a tendency to drag things down, many modern RPGs solve this is various ways. Mostly by being more lightweight and more flexible, but some, like Diaspora/FATE, separate the GM's job: the GM only has to worry about the story and the interaction with the world, while the Caller (which could be the GM, but might easily be one of the players) tracks the rules, the combat sequence, etc.
But mostly, having more general, lightweight, flexible and tweakable rules is the most important thing. Don't have separate rules for every little situation that you need to look up in a book, have simple, general rules that can be adapted to any situation. Or do what WFRP3 did: put all the complexities and exceptions on cards and hand them out to the players to whom they're relevant.