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General Tabletop Discussion
*Dungeons & Dragons
D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="clearstream" data-source="post: 8397489" data-attributes="member: 71699"><p>I've skimmed the last few pages, so apologies if I mistake your meaning here. What you describe in your last sentence captures what I have overwhelmingly experienced with rules light games. The setting (or some other premise) comes first. Rules are secondary. I want to caveat here that rules light games are ontologically a patchwork. The motives behind one rules light game may differ wildly from another, and what one such game chooses to codify another might not care about.</p><p></p><p>I see that as necessarily true because of the role rules play in definition: the fewer rules, the less we can say about what game is being played. Now, one might point to crunch-light / fluff-heavy games. We've already referenced some examples. I think there one is either taking the fluff to be rules, of a sort - play <em>this</em> way - or where the fluff is not taken to have that weight then we are back to what I'm claiming. It might even be that a decent way to analyse rules light games is to understand their use of fluff as crunch. Including fluff in circulation outside the game.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8397489, member: 71699"] I've skimmed the last few pages, so apologies if I mistake your meaning here. What you describe in your last sentence captures what I have overwhelmingly experienced with rules light games. The setting (or some other premise) comes first. Rules are secondary. I want to caveat here that rules light games are ontologically a patchwork. The motives behind one rules light game may differ wildly from another, and what one such game chooses to codify another might not care about. I see that as necessarily true because of the role rules play in definition: the fewer rules, the less we can say about what game is being played. Now, one might point to crunch-light / fluff-heavy games. We've already referenced some examples. I think there one is either taking the fluff to be rules, of a sort - play [I]this[/I] way - or where the fluff is not taken to have that weight then we are back to what I'm claiming. It might even be that a decent way to analyse rules light games is to understand their use of fluff as crunch. Including fluff in circulation outside the game. [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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