Really, how important is the system/edition?

What people enjoy and is therefor a good choice for them is the crucial factor.

Mallus, when you claim that "it's easier to achieve "rules-lightness" on the fly, as the mood strikes us, then to do the reverse," do you mean that having started rules-heavy, then chosen at one moment to use a simple ad hoc method, you find it very hard to go back to using a more complex "by the book" method a few minutes later?

If instead you mean to suggest that it is somehow a peculiar prerequisite for starting rules-light -- a mere difference in chronology -- to lack the pages of material that take as much time to write in any case ... then that makes no sense to me. It certainly does not match the more realistically typical situation I had in mind, in which books and magazine articles provide a great many bits and bobs one might toss into Game X.

There is a synergy between a relationship with (or position for) mechanical procedures -- as rigid "rules" or as mere optional "guidelines" -- and how they are constructed and presented.

Theoretically, one can say that in any RPG, all rules are optional; practically, some rules are more optional than others, and that varies from game to game. Designers have priorities, and so do players, and it's best when those are on the same page (as is more the case for some people with 4e than with 3e, or vice-versa).

If one does not like the complications of sorcery in C&S, then that's a drag -- but one might dump it altogether and still have a fine (if to one's taste) game of chivalry. The complications of combat in 4e (bound up with powers, monster design, surges, magic-item packets, etc., etc.) are to my mind at least as troublesome if not one's cup of tea -- and dumping combat altogether would leave an ugly crater blasted in the ground of the game.

Part of the difficulty is how procedural elements are directly tied to the sub-game of "builds" in WotC-D&D. This is a (more or less) carefully balanced, foundation-up integration. TSR-D&D was/is to my mind not really a "system" but rather a motley accumulation of disparate pieces of chrome bolted onto the basic framework independently of each other. However successful were successive attempts to harmonize them, they did not much change the essentially modular nature (which was, I think, more an accident of circumstance than a "system" of modularity).

That doesn't make much difference to people who from the start believed 1e AD&D to be a precisely engineered system, who never saw material in the context of Supplements and magazine articles but considered everything essential, "core", officially required for proper play of the game. Similarly, some 3e fans may have concepts of propriety and "The Rules" that are quite firmly held regardless of whether they match the designers' stated intent.

Where those lines are drawn, there is a minimally acceptable rules-heaviness. That of course may vary from individual to individual, but there are definite trends in the "subcultures" that grow up around different games. There are values that warrant the construction of some rules-sets in the first place (such as the elaborate points system of Champions to replace dice-rolls and picks a la Villains & Vigilantes, or the shift from character classes to skills as focus in RuneQuest).
 

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Mallus, when you claim that "it's easier to achieve "rules-lightness" on the fly, as the mood strikes us, then to do the reverse," do you mean that having started rules-heavy, then chosen at one moment to use a simple ad hoc method, you find it very hard to go back to using a more complex "by the book" method a few minutes later?
No.

All I meant was that it's easier to ignore a rule in a rules-heavy system that it is to invent a new rule on the fly in a rules-light one. I'm not sure I can make this any plainer.

For example, assuming 3e, when a PC lies to an important NPC, a DM could decide the outcome based on the results of a Bluff check, or solely on the quality of the lie, or, more likely some combination of the two. There is rules support if the DM wants it, but they are under no requirement to use it.

The reverse isn't true. Under 1e, where there are no rules that cover lying, the DM has no formal, tested support for adjudicating the bluff attempt, and should they want some, they're SOL. Their only option is to make something up.

All things being equal, I prefer having (optional) rules support over not having it. Is this getting any clearer?

Theoretically, one can say that in any RPG, all rules are optional; practically, some rules are more optional than others, and that varies from game to game.
Agreed more-or-less completely. With 4e, the combat rules are less optional, everything else is much more so .
 
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For example, assuming 3e, when a PC lies to an important NPC, a DM could decide the outcome based on the results of a Bluff check, or solely on the quality of the lie, or, more likely some combination of the two. There is rules support if the DM wants it, but they are under no requirement to use it.


I suppose this depends very much on the group, though, as I have certainly read enough posts on EN World about hot the DM is, in fact, required to use it....especially if not doing so "invalidates" a player's "build".

AFAICT, in a "rules heavy" system, a fair number of players feel that the DM must "follow the rules"......It can, AFAICT, be as difficult for the average DM to drop a rule in rules-heavy as it is to create a rule in rules-lite.

I can certainly point out a few 4e threads where the spectre of "The DM is doing it wrong" has already arisen.



RC
 

With 4e, the combat rules are less optional, everything else is much more so.
In my experience, the "skill system" burden has been notably lightened. The flip side, of course, is the perception among some that it's not a burden but a boon that has been lessened.

[edit] There are nuances to my assessment. I heartily detest the "skill challenge" formalism -- but have found that players tend not to miss it. YMMV! There's a flexibility in interpretation of the abbreviated skills list that reminds me pleasantly of a game titled Legendary Lives -- but an entry labeled "Craft" or "Industry" or the like would be an addition some folks would appreciate.
 
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I gave this topic some thought a wee while ago.

Essentially, about 70-80% of the game I run is edition independent.

The roleplay is skewed only a bit by the edition rules, and much more by the world setting and player preferences.

The combat, character creation/powers, and session prep are the major areas affected by edition. Saying this, there are constant themes running through the editions even in these areas.

As a dm, I'd say the biggest thing to me is the prep. The current prep is almost as easy as it was under 2E.

So yeah, system is 1/4 to 1/3 important imo.
 

Here's a three questions for those of you who say that system doesn't matter:

(1) Have you changed system within the last three years?

(2) How much did that cost you?

(3) If system doesn't matter, how do you justify the expense?

IMHO, it is what you do, not what you say, that shows what your real values are.


RC
 

People, to me, trump game systems. Always.

Yeah, my job matters more to me than the game system I run as a hobby, but that doesn't really have anything to do with whether or not system matters. Likewise, the people sure as heck matter, but that doesn't really have anything to do with whether or not system matters, either.


RC
 

I suppose this depends very much on the group, though, as I have certainly read enough posts on EN World about hot the DM is, in fact, required to use it....especially if not doing so "invalidates" a player's "build".
Oh absolutely. I'm not sure if you read my original post, but I started off by saying this...

me said:
It's much easier to dial down the 'heaviness' of the rules than it is to invent complex and/or fiddly rules on demand. All it takes is the consent of your players.

Raven Crowking said:
(1) Have you changed system within the last three years?
Yes. From 3e to 4e and M&M2e

Raven Crowking said:
(2) How much did that cost you?
A trivial amount of money, all told.

Raven Crowking said:
(3) If system doesn't matter, how do you justify the expense?
It wasn't that much.

Anyway, I don't think anyone here was saying system is completely irrelevant. People were saying system is less important than the people you game with and the informal social contracts you have with them. Or at least I was saying that... then again, perhaps I was just thinking that while typing.

Raven Crowking said:
IMHO, it is what you do, not what you say, that shows what your real values are.
I agree... but that leads me to the opposite conclusion. My group has an interest in systems/mechanics, but we tend to play different systems in a similar way. We demonstrate that system is less important than people and their agreements/consent given.
 

I have changed systems since Gen con last year (2008). I've purchased most of the books released thus far (with the exception of the Eberon books that I may still get and AV2 which I probably won't.)

I do have solid discretionary income so the change hasn't been bad from that end. Plus, the people I like also like the new system so it's worth the investment.
 

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