Nope. They're both data that has to be learned, retained, and applied.
Nope. If a particular bit of content isn't in active use, it has absolutely zero bearing on the game; it is in a fact a waste of time to learn, memorize, or otherwise "apply" it when it literally isn't beingnused.
That's still a rule. That's how rules work.
Again, pay attention to what I am actually
saying.
Getting into debates over words is useless. Engage what Im actually saying.
I don't think I need to explain to you what the word content means.
Take chess and checkers. Both involve moving pieces around in rules-constrained manners on an 8x8-square board. Are you suggesting they're in fact the same game and that the specific pieces (and rules for moving such) are just content?
Somehow, you've oversimplified Checkers in your quest to disagree with me. Incredible.
If yes, that's IMO a rather excessive degree of deconstruction, and likely won't help anyone in designing a game.
Knowing the difference between rules and content is pretty vital for designing any kind of game. Chess (and Checkers) are games without any content whatsoever, and Chess in particular is considered one of if not the greatest single game of all time. (At least in the West)
Given that I didn't understand what you were getting at there either, and have never played Pokemon in any form, that probably won't help me much.
The point was that good games are still good games even when stripped of all their content. Aside from the extra step of even skipping the rules, this is fundamentally what FKR advocates believe in.
The core resolution rule of DND can be the single mechanical backbone for a pure roleplaying experience where all content is just created on the fly; and in fact often times a lot of GMs introduce people by creating such a game to ease people into the dearth of content these games offer.
That, amongst other issues covered elsewhere, is what plays into the assessment. 5e is rules light because at the end of the day, the complexity of its content is 100% opt in. The game does not break if you drop any of it or even all of it.
And as said, yes, none of this is intuitive. Thats game design for you. Thats wjy.Pokemon was compared to Rock/Paper/Scissors. That comparison was made because its the easiest way to see the difference between a game and a dearth of content for said game.
If you want another phrase to chew on if you just can't cope with the phrase Im using, its the difference between the core gameplay loop and literally everything else about the game. The latter doesn't make for a game, and the former never needs the latter to be fun. (Assuming it was designed well, anyway)
DNDs core gameplay loop hasn't actually changed much since inception. The aesthetics of its content, and thus many of the subordinate gameplay loops have, but none of those
matter.