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Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="SweeneyTodd" data-source="post: 2324833" data-attributes="member: 9391"><p>I have this feeling that the average ENWorlder's stance on rules-light vs. rules-heavy is going to lean waaay more towards rules-heavy than it would if you polled other segments of the roleplaying population. There's a *lot* of crunch discussion here, after all, so it's going to attract people who like crunch.</p><p></p><p>I'm a big believer in systems like HeroQuest, where players choose what attributes their characters have, because you never have a situation where you can't accurately model the character you want to play. </p><p></p><p>Then again, I have zero, zilch, nada interest in tactical combat and in taking satisfaction from properly gaming the rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In the games I run, a colorful, entertaining description of your actions gives a direct mechanical bonus. And, hey, systems encourage the kinds of behavior they reward. What this means for our games is the players are talking excitedly and having a good time all the way through the session. I have players that enjoy specific tactics and working the game system -- fortunately, they have other games they get to do that in. </p><p></p><p>The most important thing by far is that your group uses a level of rules detail that satisfies the players. There's no one right system for everyone. But as a GM, I find that if I don't have to prep a dozen detailed stat blocks per adventure, I use the time I've saved to come up with lots more things to entertain the players with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2324833, member: 9391"] I have this feeling that the average ENWorlder's stance on rules-light vs. rules-heavy is going to lean waaay more towards rules-heavy than it would if you polled other segments of the roleplaying population. There's a *lot* of crunch discussion here, after all, so it's going to attract people who like crunch. I'm a big believer in systems like HeroQuest, where players choose what attributes their characters have, because you never have a situation where you can't accurately model the character you want to play. Then again, I have zero, zilch, nada interest in tactical combat and in taking satisfaction from properly gaming the rules. :) In the games I run, a colorful, entertaining description of your actions gives a direct mechanical bonus. And, hey, systems encourage the kinds of behavior they reward. What this means for our games is the players are talking excitedly and having a good time all the way through the session. I have players that enjoy specific tactics and working the game system -- fortunately, they have other games they get to do that in. The most important thing by far is that your group uses a level of rules detail that satisfies the players. There's no one right system for everyone. But as a GM, I find that if I don't have to prep a dozen detailed stat blocks per adventure, I use the time I've saved to come up with lots more things to entertain the players with. :) [/QUOTE]
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Abstract versus concrete in games (or, why rules-light systems suck)
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