| Interesting Ryan Dancey comment on "lite" RPGs From Mike Mearls' blog: Quote: |
Originally Posted by Ryan Dancey I observed (2-way mirror) several groups who were given "rules lite" RPG systems as a part of an effort to understand how they were used and if the "liteness" was actually delivering any utility value. Using a stopwatch, we found that consistently zero time was saved in character creation, or adjudicating disputes. In fact, in some games, disputes lasted substantially longer because the GM could not just point to a written rule in a book and call the argument closed.
My opinion is that most people think "rules lite" games are simpler and better because they desperately want them to be, not because they are. |
__________________ If knowledge of a game's plot would spoil its experience, it isn't a game.
... A player cannot learn of a game's ending without experiencing it, because a game is not a linear object.
—Mike Mearls Burning Wheel rewards playing.
—Blackberry |