It's possible to be pretty rules-lite but not system free. Many years ago the relevant games hadn't been invented yet - other than, maybe, Prince Valiant - but now they have.
If that's offensive, so be it.
This is the post that prompted me to create a spinoff thread asking what rules medium even is. I know I have a full working definition when I use it for what to me qualifies as rules medium, and I also know that my definition is part-advocacy of things I like seeing.I should add that they generally seem to know they're being deceptive because their reactions to it being suggested they're being deceptive are typically either to admit they were stretching the truth or become very defensive in that sort of "Well technically..." way. I once saw someone basically try to suggest D&D wasn't relatively rules-heavy by talking about Rolemaster for god's sake. (As an aside I'd say 5E was at the shallow end of rules-heavy - it's certainly not light or medium - 4E likewise, 3.XE was unquestionably rules-heavy, as was PF1).
I would agree with anyone saying "rules-medium" isn't very useful. Games are either rules-light, rules-heavy or not really either but I'd strongly suggest the vast majority of games are one or the other (light or heavy). CoC is the only one that immediately springs to mind as being in the middle.
So, for you, "But it is TEH TRVTH!!!1!," is an excuse for treating people poorly. Noted. Please be aware that the board rules do not agree with that sentiment.
Next time, I'll just go to red text and such.
This is the post that prompted me to create a spinoff thread asking what rules medium even is. I know I have a full working definition when I use it for what to me qualifies as rules medium, and I also know that my definition is part-advocacy of things I like seeing.
Again, I'm perfectly willing to have someone tell me a reason that you'd just accept a bad rule and move on. I've yet to see anyone present one.
Tons of reasons. here are a few:
- Humility: Just because I think it's a bad rule, doesn't mean it actually is. When I change a "bad" rule I am saying "I am a better game designer than this guy who has is lead designer for a major RPG system and has decades of experience". That's a pretty strong statement and so I often think "well, this isn't great, but if Rob Heinsoo can't think of anything better, I guess I'll go with it".
- Tooling: If I'm using a VTT or char gen app (hello 4E!) it will often be very hard or impossible to modify.
- Embeddedness: Some rules are just too embedded in the system to be changeable. Fixing them means fundamental changes to the system.
- Consistency: My players play in multiple games and in Living Campaigns. Dealing with different rules for different GMs is a pain for them. If I'm running a Pathfinder module, it is generally a terrible idea to turn up with a set of rules you are going to ignore / change / add.
- Fun: Stopping a game to work out a better rule is not fun to me and my group. Or most groups I've been in. So even if we decided we really needed to change a rule, we will always accept it and move on at least temporarily.
To change a rule you therefore need -- at a minimum:
- To be confident you are better at designing this part of the game than the original designer
- This rule not to be part of your game tools or applications
- It's not a fundamental part of the system
- You and you are players are not playing the same system with other people
Generally granted. But if its a one-off issue, its usually not that big a deal in the first place.
- You are doing this between sessions
Rules-heavy games are more likely to have digital support and apps that make tweaking hard and the quadratic number of interactions between rules means that if you change one rule, you need to consider all the interactions that it will allow, so you are doomed if it's a central rule, and even if it's not there is a great chance you overlooked that combination of rules that means your "fix to a bad rule" has led to a worse rule. If you are playing a popular game like D&D unless you are a cloistered group of gamers, it's almost certainly better to stick with the bad rule than require players to have a folder of "Graham's Tweaks", "Thomas's Tweaks" etc and then get continually irritated trying to remember which tweak is for which game master.
Which is probably why another thread I am reading says that rule tweaks and home brewing is a red flag for the majority of people when they read campaign descriptions!
Being a GM takes many skills as it is. Being a game designer should not be added to the list; it's not that some of us aren't but we shouldn't have to be. And when I buy a game a significant part of what I'm paying for is (a) design expertise and (b) playtesting.Again, I'm perfectly willing to have someone tell me a reason that you'd just accept a bad rule and move on (note, again, that as I mentioned "we have a gentleman's agreement not to press on this problem" is not just accepting it from where I sit, though I don't think its ideal). I've yet to see anyone present one. If that's offensive, so be it.
Being a GM takes many skills as it is. Being a game designer should not be added to the list; it's not that some of us aren't but we shouldn't have to be. And when I buy a game a significant part of what I'm paying for is (a) design expertise and (b) playtesting.
This means that when I see a rule that doesn't look good my first thought isn't "This is wrong. I should immediately leap in and fix it" but "I wonder why it's there". If it turns out it was actually a bad rule (and not all rules I have initially identified as bad were; obvious D&D examples are XP for GP and wandering monster checks (the latter of which mostly makes sense in the context of the former)) I am quite capable of fixing it - but if it's an important rule it makes me want a refund because the expertise I have quite literally paid good money for when I bought the game has failed. (And if it's a minor rule don't sweat the small stuff).
This is different from taking a game and hacking it of course.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.