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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2385106" data-attributes="member: 9391"><p>I agree that trying to play D&D without the the rules for D&D wouldn't save much time. I don't think that tells us much, though.</p><p></p><p>If both players and GM have been trained to look to the rules to adjudicate everything, it's almost a tautology to say that rules that don't adjudicate everything won't be helpful to them. Similarly, if a group includes people who enjoy arguing details, a lack of detail just shifts where the arguments happen.</p><p></p><p>Our group plays rules-light. We don't try to provide mechanically balanced tactical wargame action. We don't try to simulate a fantasy environment in precise detail, either. If we did, heavy rulesets would be useful -- but we have zero interest in those things. And when we run into a difference of opinion at the table, everyone works together to resolve it quickly so we can get on with play. (Then again, we do that when we play Scrabble, too.)</p><p></p><p>Our group has one total newcomer, one person who's played freeform online games, and two D&D'ers. The D&D'ers were the players I've had to work with most heavily, because they've been taught that one has to be "good enough to be an on the fly game designer" to come up with interesting ideas. That's only true if you presuppose that interesting ideas must bring with them lots of rules.</p><p></p><p>I don't know if Ryan hasn't met groups whose styles are appropriate for a lighter ruleset, or if he doesn't care, because they're not his target market. But I think one or the other is the case. I do think either way it's a rather disappointing lack of analysis of the situation.</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2385106, member: 9391"] I agree that trying to play D&D without the the rules for D&D wouldn't save much time. I don't think that tells us much, though. If both players and GM have been trained to look to the rules to adjudicate everything, it's almost a tautology to say that rules that don't adjudicate everything won't be helpful to them. Similarly, if a group includes people who enjoy arguing details, a lack of detail just shifts where the arguments happen. Our group plays rules-light. We don't try to provide mechanically balanced tactical wargame action. We don't try to simulate a fantasy environment in precise detail, either. If we did, heavy rulesets would be useful -- but we have zero interest in those things. And when we run into a difference of opinion at the table, everyone works together to resolve it quickly so we can get on with play. (Then again, we do that when we play Scrabble, too.) Our group has one total newcomer, one person who's played freeform online games, and two D&D'ers. The D&D'ers were the players I've had to work with most heavily, because they've been taught that one has to be "good enough to be an on the fly game designer" to come up with interesting ideas. That's only true if you presuppose that interesting ideas must bring with them lots of rules. I don't know if Ryan hasn't met groups whose styles are appropriate for a lighter ruleset, or if he doesn't care, because they're not his target market. But I think one or the other is the case. I do think either way it's a rather disappointing lack of analysis of the situation. [/QUOTE]
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