Neonchameleon
Legend
You don't know the physics of the real world, but you manage pretty well. And even if you do have a Ph.D. in physics, then most people don't and they manage just fine.
I know a fair amount of the physics of the real world even if not numerically defined. I know that if I jump off a house I'm likely to break my legs. This does not hold in D&D.
You don't have to know the physics - or more precisely the math - behind outcome resolution to have a sense of the world.
No. But you need to work hard to tell me in three paragraphs as much as three lines of math will.
You don't need to know the rules. If you do need to know the rules, it betrays a fundamental distrust of the system and/or the DM, because the only reason to know the rules is to try to wring out every last bit of advantage out of them, or to exploit or avoid their edge cases.
Are you trying to be personally insulting? The first reason I want to know the rules is that because if you try to hide them from me, my brain is going to spend half its effort reverse-engineering them. This is not a choice. It is a matter of how my brain is wired. That yours isn't must be relaxing for you. In complex games (e.g. GURPS, 3.X, 4e, Pathfinder) the next reason to want to know the rules is so I can get my character to represent what I want to play. I have a better idea what my character is than any DM (or anyone else).
For that matter, the only sort of RPGs where I exploit the rules right up to the hilt are ones like old-school D&D where they are partially concealed and I've had to discover them in play. And that's because my character has discovered most of those rules in character and so has mastered them.
But none of that is IMO essential to enjoying an RPG, and to a certain extent it just gets in the way.
But not knowing the rules at all makes me itch between the shoulderblades. It really gets in the way of enjoying a RPG unless the goal is to find the rules of the new world. Different strokes for different folks. But please don't tell me mine are Badwrongfun.
Maybe. I suspect that those things are more essential to making people enjoy GMing.
I'll concede the point with the proviso that a GM who burns out fast is probably worse than none at all - you've not only had a bad campaign, you've even reduced your pool of potential GMs.
And it wouldn't be hard to come up with examples of games that seem like they should work but utterly fail in the end because its not at all clear to the would be GM how to play the game afterall no matter how clear the rules are.
Indeed. The map is not the territory.
Ok, here I'm just going to have to note your condescension and how misplaced it is. There are many things you can accuse me of with good cause, but if you are of the belief that I don't know RPG rules and how to judge them or to craft them then you are just simply quite wrong. I know what a rules light system is and how they work, and from your example, I dare say I've considered the problem more seriously than you are at the moment.
If a rules light system is "a handbook that doesn't cover most of the situations that come up except with vague and difficult to apply references" then it's badly written even if it's a good game. And you do have a point when you take another interesting rules-light game like Dogs in the Vineyard. I want to sneak past someone (or worse yet several someones) in that game. How do I do it? What sort of fallout do I take if I fail?
Moreover, you have completely failed to notice a problem that you might have noticed had you actually spent more time listening to me rather than getting grumpy about what I was saying. You are caught up entirely in the notion of a pass/fail fortune mechanic, and you've failed to consider that at the game table, a very large percentage of player propositions aren't of the pass/fail type and don't have 'yes/no' answers.
1: If my computer can work on binary pass/fail, yes/no checks as long as I break it down enough then so can an RPG.
2: That's one of the reasons I really like skill challenges. There is a target but the things aren't strict pass/fail.
Converting analytic analog propositions into simple binary ones requires a bit of rules alchemy, and that process of 'working out how many blocks for a given action' is far more of an art form than you seem to realize.
And ultimately comes down to picking a number between 1 and 5. Normally 1.
A game like Dread is built for an evening's entertainment [snip]
There is that.
And as for 'inelegant', I quite agree, but I don't think this is nearly so damning of a charge as you seem to think it is. Many things which are very functional are 'inelegant', and a great many things which are elegant are not particularly functional.
And in terms of game/rules design, elegance involves simple but functional. "As simple as possible to do the job desired and no simpler".
So, this depends very much on whether you think true elegance is a matter of artistic form, or whether you think its a matter of functionality.
Functionality every time.
I prefer the latter, and I find - after playing many many systems and reading many many more over nearly 30 years - that D&D is an intensely functional and gameable system,
What are you calling D&D? But I'm running two campaigns at the moment. And not because I don't have players who'll try other systems.
Not at all. I'm working under several assumptions loosely or tightly held, but none of them are that.
That was the consequence rather than the reason, I'll grant.
Of course, you might discern by this point that I consider that to be a sign of more true elegance than the traits proposed by many of the artsy fartsy theories about what makes a game elegant. I'll have more respect for such theories when they manage to make as gameable of a game, and when their proponents understand better why D&D works and don't stupidly (as I once did in my ignorance) blame its success merely on being first.
I'm normally on the other side of this debate
