Bedrockgames
I post in the voice of Christopher Walken
Sure, am not saying page count is all just that it is an indication and not disqualifyingThe original Champions (1981) was 64 pages. Rulez lite would hardly describe it.
Sure, am not saying page count is all just that it is an indication and not disqualifyingThe original Champions (1981) was 64 pages. Rulez lite would hardly describe it.
This is different. I think people don’t realize how much this term has changed and how much it varies. I am out right now so typing quickly (don’t want this response to come off as curt as it is not). What I can say is I have been using light for a long time to refer to systems that have smaller file books (100 pages is pretty small for an rpg), play light and fast and don’t require lots of looking up core systems. I even put out games starting 2009 that were 100 pages, marketed as rules light, described as rules light in reviews and in forums. At some point I started seeing a lot of extremely low page count games (1-4 pages) usually described as lite, rather than light). And I think those are a different beast from what I am talking about.
In terms of rules medium, that is the whole point of WOIN when it first came out as I recall (I remember Morris mentioning that in response to the two options being crunchy games and light)
Depends on which one you like. Whichever one someone likes, that is the rules light game. If they do not like it, it cannot be rules light. Same with simulationist. SImulationist, as far as I can tell means a game someone likes. Does not really matter what the game is or how it is written. If they like it, then it is a sim game. Because they like sim games, anything they like must be a sim game. It is a nice tight circle of impenetrable rhetoric that goes nowhere.
40-100 pages lite??? No, Im sorry, I think these distinctions are not useful at all because everybody makes up a new one everyday.
3. Finally, your definition completely obliterates an actual category of games that exist- rules-lite games (or "Light" if you prefer). I should know, because I talk about them all the time. And it's a category that people can sort by (for example, at itch.io). And it's something people look for and try to play. And it's not games with 100 pages of rules.
Just keep in mind, the very narrow definition being offered of rules light in this thread, is obliterating what many people consider to be a number of actually rules light RPGs. What you guys are talking about is stuff I would label more 'lite' or 'minimalist' design. But these are just differences of terminology. I don't know that there is huge benefit in getting bogged down in these kinds of variations (as debates over terms never really seem to get anywhere in my experience).I do object to obliterating the difference between games that are actually LIGHT in terms of rules, and other games.
It's been 30 years. Whoever was a jerk to you doesn't deserve to live rent free in your head.That is a noble attitude that would have made a real difference had it been much more prevalent from the 90s on...
This is so true! I was just a Starbucks this morning and the barista pointed to the writing on the cup and said, "This is what a rules lite RPG looks like."40-100 pages lite??? No, Im sorry, I think these distinctions are not useful at all because everybody makes up a new one everyday.
First, I think that we need to discuss the following:
1. Number of rules, and number of pages. I have been consistent in talking about pages of rules, not just pages in general. As @payn already stated, it's entirely possible to have scores of pages of lore and pictures and what-not, and those aren't rules.
2. Number of rules, and rules complexity. A system can have a lot of rules, and not be that complex. This is what @Thomas Shey has been referring to when he talks about "exception-based" design. While I don't necessarily fully agree with him on that, I do agree that his overall point is well-taken in that different approaches to rules can have different levels of complexity. The core rules of Phoenix Command, for example, are under 100 pages. Is that "rules-lite?" Asking for a friend that COULDN'T PLAY THE DANG THING AND RESENTS IT TO THIS DAY. Ahem.
3. Finally, your definition completely obliterates an actual category of games that exist- rules-lite games (or "Light" if you prefer). I should know, because I talk about them all the time. And it's a category that people can sort by (for example, at itch.io). And it's something people look for and try to play. And it's not games with 100 pages of rules.
"Yes, but I told you my name was 'Richard.'"This is so true! I was just a Starbucks this morning and the barista pointed to the writing on the cup and said, "This is what a rules lite RPG looks like."
I addressed this in another post. I think if you want to use this definition, that is fine. But keep in mind other people are also finding games based on a different set of criteria for rules light (and it really isn't that uncommon). Itch.io is relatively new, but this is terminology I have been using for like 20 or more years (and in conversations with gamers I know, people I know online, and we all easily understand what each of us means). I think part of that is rules light is by its nature a pretty subjective term (different places online may have put different limits in their own definitions but one person's conception of light is not going to be the same as someone else's).