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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2385143" data-attributes="member: 9391"><p>I backed up that thread a bit to see where the discussion had originated, and it's interesting. Here's Dancy's original comment, about "20 minutes of game in 4 hours":</p><p></p><p></p><p></p><p>To which someone responded:</p><p></p><p></p><p></p><p>And that's when Dancy made the point that started this thread.</p><p></p><p>I found that very interesting. And I think it means Dancy's really missed the mark here. If your group spends 80% of their time doing non-gaming related things, that's a social issue, and one that rules of any complexity are utterly unsuited to resolve. (He pretty much admits that the quote above -- saying if they removed 5 minutes of arguing in favor of 4 minutes of rules consulting, it was a net win)</p><p></p><p>Personally, I think this is all social contract stuff. Our group sets aside the first half hour of a session for pizza and socializing, and we wait till we have all the kibitzing out of our system before we get down to business. (We also regularly get together for non-gaming related activities.) And we just plain *don't* fight over rules, because, not to be too blunt, but we don't have friends who use argument to get what they want. </p><p></p><p>You can't adjudicate that everybody gets along and focuses on the game, but designers could make some attempt to discuss the social side of gaming. Even things like advice on how to keep people focused and hold their attention would help. But I think that the fact that Ryan's pretty much saying rules-heavy is their preferred way to deal with non-rules issues is extremely telling.</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2385143, member: 9391"] I backed up that thread a bit to see where the discussion had originated, and it's interesting. Here's Dancy's original comment, about "20 minutes of game in 4 hours": To which someone responded: And that's when Dancy made the point that started this thread. I found that very interesting. And I think it means Dancy's really missed the mark here. If your group spends 80% of their time doing non-gaming related things, that's a social issue, and one that rules of any complexity are utterly unsuited to resolve. (He pretty much admits that the quote above -- saying if they removed 5 minutes of arguing in favor of 4 minutes of rules consulting, it was a net win) Personally, I think this is all social contract stuff. Our group sets aside the first half hour of a session for pizza and socializing, and we wait till we have all the kibitzing out of our system before we get down to business. (We also regularly get together for non-gaming related activities.) And we just plain *don't* fight over rules, because, not to be too blunt, but we don't have friends who use argument to get what they want. You can't adjudicate that everybody gets along and focuses on the game, but designers could make some attempt to discuss the social side of gaming. Even things like advice on how to keep people focused and hold their attention would help. But I think that the fact that Ryan's pretty much saying rules-heavy is their preferred way to deal with non-rules issues is extremely telling. [/QUOTE]
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