Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JohnSnow" data-source="post: 2321410" data-attributes="member: 32164"><p>I agree with you, but I think the level of rules that can be mentally distracting varies from person to person. I actually think that's really where the personal taste issue about "degrees of rules-lightness" comes from.</p><p></p><p>I am aware that a lot of folks (like Akrasia, my DM/CK) believe that the D&D 3x combat rules are so tactical that they are always "in their face." In effect, the rules are so much in the forefront to them that they lose the narrative and immersive aspects that I think brings most gamers to RPGs. But I don't really think it's that those of us who prefer more tactical games want to sacrifice that immersion, it's that we can take a greater level of tactical detail before the rules "bog down" and pull us out of the narrative and immersive game that we're playing.</p><p></p><p>IMO, where this line gets drawn is HIGHLY personal and strictly dependent on taste - how much calculation and tactics you can do "in the back of your brain" so to speak. For example, I'm sure there are people for whom the Hero System (the metric behind <em>Champions</em>) is not so much like a "mini-wargame" that it breaks that immersive experience. For me, D&D 3x is not like that, but Hero is. So I can freely admit there are people who might find D&D 3x too much like a "mini-wargame."</p><p></p><p>Running counter to this is "narrative" vs. "delineated" storytelling. Thank goodness, how much of the narrative you're willing to just "make up" on the fly depends on how much detail you feel the rules should cover. The more you're willing to "ad hoc" on the fly, the fewer detailed rules you need. Personally, I always hated the basic/advanced D&D "handwaving" of so many things. So for me, D&D 3x hits the sweet spot <em>from a playability standpoint</em>, although there are 1 or 2 things I wish it could do and some flavor modifications I've considered (big issues: the magic system and magic item dependency).</p><p></p><p>However, I'm sure others have a different "balance point" between "playability" (in other words, keeping it as a narrative game) and "complexity" than I do.</p><p></p><p> </p><p></p><p>Honestly, I think WFRP probably lies somewhere between 3e and C&C on this scale, so it's no wonder it struck the balance between what I like and what you like...</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2321410, member: 32164"] I agree with you, but I think the level of rules that can be mentally distracting varies from person to person. I actually think that's really where the personal taste issue about "degrees of rules-lightness" comes from. I am aware that a lot of folks (like Akrasia, my DM/CK) believe that the D&D 3x combat rules are so tactical that they are always "in their face." In effect, the rules are so much in the forefront to them that they lose the narrative and immersive aspects that I think brings most gamers to RPGs. But I don't really think it's that those of us who prefer more tactical games want to sacrifice that immersion, it's that we can take a greater level of tactical detail before the rules "bog down" and pull us out of the narrative and immersive game that we're playing. IMO, where this line gets drawn is HIGHLY personal and strictly dependent on taste - how much calculation and tactics you can do "in the back of your brain" so to speak. For example, I'm sure there are people for whom the Hero System (the metric behind [i]Champions[/i]) is not so much like a "mini-wargame" that it breaks that immersive experience. For me, D&D 3x is not like that, but Hero is. So I can freely admit there are people who might find D&D 3x too much like a "mini-wargame." Running counter to this is "narrative" vs. "delineated" storytelling. Thank goodness, how much of the narrative you're willing to just "make up" on the fly depends on how much detail you feel the rules should cover. The more you're willing to "ad hoc" on the fly, the fewer detailed rules you need. Personally, I always hated the basic/advanced D&D "handwaving" of so many things. So for me, D&D 3x hits the sweet spot [i]from a playability standpoint[/i], although there are 1 or 2 things I wish it could do and some flavor modifications I've considered (big issues: the magic system and magic item dependency). However, I'm sure others have a different "balance point" between "playability" (in other words, keeping it as a narrative game) and "complexity" than I do. Honestly, I think WFRP probably lies somewhere between 3e and C&C on this scale, so it's no wonder it struck the balance between what I like and what you like... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
Top