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How Crunchy is Too Crunchy, For You Personally
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<blockquote data-quote="aramis erak" data-source="post: 9305525" data-attributes="member: 6779310"><p>Rules light can have several purposes (in no particular order):</p><ol> <li data-xf-list-type="ol">Universal resolution</li> <li data-xf-list-type="ol">Framework to hang expanded systems on</li> <li data-xf-list-type="ol">Tight focus of rules upon thematic elements</li> <li data-xf-list-type="ol">Fast speed of play</li> <li data-xf-list-type="ol">Introductory play</li> <li data-xf-list-type="ol">Room for GM calls</li> <li data-xf-list-type="ol">allows using the rules more often</li> </ol> <ul> <li data-xf-list-type="ul">Fate Core is aiming for #1 and #2; for some designs, it also seems #7</li> <li data-xf-list-type="ul">Fate Accellerated is #1 and #4. As with FC, it seems to aim for #7, too.</li> <li data-xf-list-type="ul">MLP:ToE is #1 and #5, but also happens to hit #4 as a side effect</li> <li data-xf-list-type="ul">Many AWE/PBTA games are aiming for #3 - by not mechanicalizing anything but the moves, it focuses on those moves and their story changing effects. Most also wind up hitting #4.</li> <li data-xf-list-type="ul">The DGP mechanics bolt on Task System for Classic Traveller was a rules-light framework, and hit numbers 1, 2, and 4. It winds up often being #6... It's also the heart of MegaTraveller and 2300 in the GDW editions, but those added a lot of bolt-on.</li> <li data-xf-list-type="ul">Amazing Engine tried to be 1, 2, 4, and 5 all at once. It failed.</li> <li data-xf-list-type="ul">Blood and Honor: 1, 2, 3, 4... it's uniqueness is in determination of who decides the outcome. </li> </ul><p>Now, let's look at those same systems and how much in one's face they get...</p><ul> <li data-xf-list-type="ul">Fate Core: Lots of rolls, lots of mechanical inputs. The rules are super straightforward and simple, but used a lot.</li> <li data-xf-list-type="ul">Fate Accelerated: just as roll-heavy, but not as detailed, reducing handling time.</li> <li data-xf-list-type="ul">MLP:ToE advises few rolls; entire fights, when allowed, are a single roll. It zips along.</li> <li data-xf-list-type="ul">I can't attest personally do PBTA mainstream, but the ones I've read do discourage unneeded rules.</li> <li data-xf-list-type="ul">DGP Tasks for Classic Traveller... in practice, MegaTraveller can be run in rules heavy mode - tables affecting one constantly, lots of suggested in rules tasks, but it can also be used as a rules light game with the tables mostly used outside session.</li> <li data-xf-list-type="ul">Amazing Engine: it doesn't advise a rules light approach, but it definitely needs it due to the nature of the game.</li> <li data-xf-list-type="ul">Blood & Honor: the rules precis for my players was 1 letter sized sheet. The rules were used routinely and dramatically. It doesn't feel heavy, but it's in your face at every turn...</li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 9305525, member: 6779310"] Rules light can have several purposes (in no particular order): [LIST=1] [*]Universal resolution [*]Framework to hang expanded systems on [*]Tight focus of rules upon thematic elements [*]Fast speed of play [*]Introductory play [*]Room for GM calls [*]allows using the rules more often [/LIST] [LIST] [*]Fate Core is aiming for #1 and #2; for some designs, it also seems #7 [*]Fate Accellerated is #1 and #4. As with FC, it seems to aim for #7, too. [*]MLP:ToE is #1 and #5, but also happens to hit #4 as a side effect [*]Many AWE/PBTA games are aiming for #3 - by not mechanicalizing anything but the moves, it focuses on those moves and their story changing effects. Most also wind up hitting #4. [*]The DGP mechanics bolt on Task System for Classic Traveller was a rules-light framework, and hit numbers 1, 2, and 4. It winds up often being #6... It's also the heart of MegaTraveller and 2300 in the GDW editions, but those added a lot of bolt-on. [*]Amazing Engine tried to be 1, 2, 4, and 5 all at once. It failed. [*]Blood and Honor: 1, 2, 3, 4... it's uniqueness is in determination of who decides the outcome. [/LIST] Now, let's look at those same systems and how much in one's face they get... [LIST] [*]Fate Core: Lots of rolls, lots of mechanical inputs. The rules are super straightforward and simple, but used a lot. [*]Fate Accelerated: just as roll-heavy, but not as detailed, reducing handling time. [*]MLP:ToE advises few rolls; entire fights, when allowed, are a single roll. It zips along. [*]I can't attest personally do PBTA mainstream, but the ones I've read do discourage unneeded rules. [*]DGP Tasks for Classic Traveller... in practice, MegaTraveller can be run in rules heavy mode - tables affecting one constantly, lots of suggested in rules tasks, but it can also be used as a rules light game with the tables mostly used outside session. [*]Amazing Engine: it doesn't advise a rules light approach, but it definitely needs it due to the nature of the game. [*]Blood & Honor: the rules precis for my players was 1 letter sized sheet. The rules were used routinely and dramatically. It doesn't feel heavy, but it's in your face at every turn... [/LIST] [/QUOTE]
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