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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="JohnSnow" data-source="post: 2433915" data-attributes="member: 32164"><p>True. He doesn't. Which is why he said it was his OPINION.</p><p></p><p>What he does have empirical evidence for is that character creation and conflict resolution took just as long in the rules-light games that he studied as they did in the games with more rules. So in other words, <em>based on his research,</em> the biggest claim made by proponents of rules-light games - that they have faster character creation and conflict resolution - doesn't hold up. Lots of people disagree, but they can't present any evidence based on "observation" of gaming groups rather than participation in one.</p><p></p><p>Frame of reference matters. If you're involved in the game, it might seem to go faster when, in reality, it doesn't.</p><p></p><p>Of course, now a bunch more people will come out with anecdotal evidence to "prove" me (and Ryan) wrong, but I doubt even one of them will be from someone who watched two groups play different systems, as opposed to someone who was a participant in those groups.</p><p></p><p>Now, I freely admit you can come up with the mechanics for a rules-light character faster if there are fewer choices to make. However, I submit that the story side of character development coexists with the mechanics side in rules-heavier games. When the character's mechanically DONE, he's totally DONE. By contrast, in rules-light systems, I submit that while the mechanics side is faster, the story development continues and creation as a whole takes just as long.</p><p></p><p>So you can have a hollow, mechanically simple creation (a playing piece with no soul). But if you want a well-developed character, you spend just as long creating that character. In the rules-heavier system, the difference is that you're not done with the mechanical side 1/4 of the way into the total time required to do that development. Of course, that might not be what Ryan meant, but I think it might be.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2433915, member: 32164"] True. He doesn't. Which is why he said it was his OPINION. What he does have empirical evidence for is that character creation and conflict resolution took just as long in the rules-light games that he studied as they did in the games with more rules. So in other words, [i]based on his research,[/i] the biggest claim made by proponents of rules-light games - that they have faster character creation and conflict resolution - doesn't hold up. Lots of people disagree, but they can't present any evidence based on "observation" of gaming groups rather than participation in one. Frame of reference matters. If you're involved in the game, it might seem to go faster when, in reality, it doesn't. Of course, now a bunch more people will come out with anecdotal evidence to "prove" me (and Ryan) wrong, but I doubt even one of them will be from someone who watched two groups play different systems, as opposed to someone who was a participant in those groups. Now, I freely admit you can come up with the mechanics for a rules-light character faster if there are fewer choices to make. However, I submit that the story side of character development coexists with the mechanics side in rules-heavier games. When the character's mechanically DONE, he's totally DONE. By contrast, in rules-light systems, I submit that while the mechanics side is faster, the story development continues and creation as a whole takes just as long. So you can have a hollow, mechanically simple creation (a playing piece with no soul). But if you want a well-developed character, you spend just as long creating that character. In the rules-heavier system, the difference is that you're not done with the mechanical side 1/4 of the way into the total time required to do that development. Of course, that might not be what Ryan meant, but I think it might be. [/QUOTE]
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