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Old 6th July 2005, 04:45 PM   #8 (permalink)
Glyfair
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Quote:
Originally Posted by Joshua Dyal
While somewhat interesting as an observation, I really have to wonder what that has to do with most groups out there who normally play rules lite games.

Rather than giving rules lite games to various random focus groups of gamers, they would need to study folks who regularly play rules lite games to make such a sweeping pronouncement of their utility.
He did somewhat address part of this bit (although this wasn't hard data) in the first half of the post that buzz didn't quote :

Quote:
Originally Posted by Ryan Dancey
In my experience, most "rules lite" game systems simply substitute written rules for ad hoc rules made on the spot as necessary by GMs.

There are two big problems with that shift:

1) The GM has to be really good. Good enough to be an on the fly game designer. I'd call that person "extremely rare" and wouldn't try to base a business around their existence.

2) Game experience is not portable. What you learn with one GM may be exactly the opposite of how the rules are applied when you switch GMs. This creates network inefficiencies. Network inefficencies are bad.
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