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General Tabletop Discussion
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Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="Jupp" data-source="post: 2319330" data-attributes="member: 20804"><p>I have seen this behaviour only once so far on a player. Most of the time its waiting for the players until they have their numbers prepped for the next round/battle. The same goes for the DM when magic comes into play or other circumstances that demand altering numbers and stats for several game objects at the same time. I wont say that lots of rules distract from the roleplaying part but it certainly demands much more organisational talent from the players and the DM to prevent situations where the rules could start disturbing the flow of the game. </p><p></p><p>On the other hand a DM that is not good at the narrative/improvisational part is surely going to have a difficult time with rules-lite systems because more responsibility is being placed on his shoulders than on the players'. And no, I don't call it DM-fiat. Thats a horrible word describing something entirely different that can happen whether you have rules lite systems or rules-heavy games.</p></blockquote><p></p>
[QUOTE="Jupp, post: 2319330, member: 20804"] I have seen this behaviour only once so far on a player. Most of the time its waiting for the players until they have their numbers prepped for the next round/battle. The same goes for the DM when magic comes into play or other circumstances that demand altering numbers and stats for several game objects at the same time. I wont say that lots of rules distract from the roleplaying part but it certainly demands much more organisational talent from the players and the DM to prevent situations where the rules could start disturbing the flow of the game. On the other hand a DM that is not good at the narrative/improvisational part is surely going to have a difficult time with rules-lite systems because more responsibility is being placed on his shoulders than on the players'. And no, I don't call it DM-fiat. Thats a horrible word describing something entirely different that can happen whether you have rules lite systems or rules-heavy games. [/QUOTE]
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Abstract versus concrete in games (or, why rules-light systems suck)
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