Dungeoneer
First Post
I feel like I'm seeing the above viewed almost as a consensus these days. It's probably confirmation. bias, but I figured it was worth asking. It really seems to be the thing right now - rules light games coming at us from every direction, but nary a new heavy system in sight
There's a thread ongoing right here in EN World about whether DDN will be rules-lite or not. And plenty of really awesome games recently have been billed as light/fast etc.
I have a bunch of rules lite games on my bookshelf. And they're frickin' awesome, each and every one of them. But there's room on my shelf for heavy, crunchy, tactical systems too. Stuff I can spend a few hours optimizing a character, spaceship, NPC, or what-have-you and actively enjoy that process.
Of course, the biggest game in the world right now is Pathfinder, which is a heavy system. So clearly there is a demand for heavy systems. But I stills feel there's an underlying current of "heavy=bad". And heavy doesn't equal bad; it equals heavy.
I'm going to be gambling on a demand for heavy systems soon with N.E.W. and O.LD. These are not rules-lite games. And more than one person has expressed sincere surprise that these aren't rules-lite games. But that's by the by and some time off.
What say you? Is lite a progression thing, a phase, or am I a victim of my own confirmation bias and seeing judgement which isn't there?
Or - and I can see this as a possibility - is an aging RPG demographic (and we are) being drawn towards games which demand less of our increasingly in-demand time?
I feel like as gamers, what we think we WANT is rules-heavy and what we actually NEED is rules-light.
It's easy to get addicted having different options and customizing and optimizing and all that. I have lost many hours of my life fiddling around with various character builds. But once you get to the table a rules-heavy game may mean you spend more time figuring out how things work than actually playing. Especially at first.
Even once you achieve a certain level of system mastery, a rules-heavy system can still slow things down. On a theoretical level I love the idea of 4e's grid-based tactical combat. But there have been sessions where overly-complicated battles with a dozen different enemies, each flagged with various condition markers, turned into a three-hour slog. And then I wanted nothing so much as to chuck the whole thing and get on with the story.
I'm trying to persuade my group to give 13th Age a try because it takes a rules-light(er) approach to a lot of the same things. But they're afraid of losing all those crunchy, tactical bits, even though a simpler system would probably be much more freeing for all of us.
There have been studies that show that human beings are really bad at predicting what will actually make us happy. My extension of this theory to RPGs is that we THINK we are going to get the most enjoyment out of rules and options when actually we will get the most enjoyment out of rolling dice and telling a story together.
Anyway, all this isn't a knock on N.E.W., Morrus. It looks pretty awesome and the rules-loving geek in me rubs his hands together with glee when he sees all those random tables. And I'm sure lots of other gamers will feel the same. So I wouldn't worry about your game not being 'cool' and rules-light. Just make sure that there's space in the game to actually PLAY and you'll be alright!
4e was arguably less complicated than 3e but it was a long, long way from rules light.What is interesting is that WotC already tried rules light(er) with 4E compared to 3E with the known results. So the question is was 4E not light enough or are the ones wanting rules light games just a vocal minority?