Bedrockgames
I post in the voice of Christopher Walken
Another aspect to rules light I think is a desire for the rules to fade as much into the background as possible
No I don't think this is true at all. FATE, Dogs, Apocalypse World and others are all rules light games where the mechanics strongly underpin and drive play.Another aspect to rules light I think is a desire for the rules to fade as much into the background as possible
No I don't think this is true at all. FATE, Dogs, Apocalypse World and others are all rules light games where the mechanics strongly underpin and drive play.
What exactly about my post do you consider to be inflammatory?Maybe start by not throwing stones in glass houses. When you are throwing around strong inflammatory opinions about heavier or crunchier games, it seems a bit hypocritical to then complain that you get flamed for your opinions about FKR.
Rules light systems give GMs very few levers to pull to adjudicate a player proposition. The more rules I have and the more things that the rules account for and can interact with, the more I can translate creative propositions into mechanically distinct and meaningful acts with real outcomes rather than just the color of outcomes.
It is not my definition of rules light vs rules heavy.Less rules = less consistency. There's more opportunity for conflict arguing about how something's been handled. More rules gives a black and white picture of what to expect. This group is built on knowing what to expect, and making our decisions based on what we know, and we can only do that because of the heavily imposed rules and ability to find a ruling for anything.
So the philosophy of rules heavy games is that it is better to have everything, or at least most things defined. It's best to have everything about what my character can do clearly defined on my character sheet. While the understanding of a rules light system is that less rules mean more of a chance to think outside your character sheet. If the rules favor just a basic rules like Old School Essentials, or my favorite Castles and Crusades and the rest will be up to the DM to adjudicate.
So in summation, crunching systems better define what you can with a clearly defined rules set. While a lighter system is more up to GM fiat which fans of crunchy game really don't like. At least that is how I perceive it.
What do you think?
Dungeon WorldDifferent philosophies at work here:
When I first started playing Castles and Crusades I had a player who even though they really preferred games like Pathfinder she didn't say that she liked that the rules didn't get in the way of the story.Another aspect to rules light I think is a desire for the rules to fade as much into the background as possible