So, in another post I mentioned a gaming group that didn't come back to my table because I mentioned that I preferred lighter systems to crunch.
That must have been some discussion that every member of the group abandoned your table because of a preference.
In our discussion via text this came up:
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?
The issue is that there's a diminishing return in more rules. You can have a simple task resolution, and that by itself can handle say 50% of the cases that come up. No single rule can add more. Add in a list of modifiers for common issues, and you might be covering 80%. Every rule after that adds more complexity for less return.
I remember in a 3.x game with us paused mid-session for a good 10+ minutes because there was a combat going on waist deep in water in a marsh, and
we knew there were rules for it but couldn't find them. And the group wanted the rules, even though
none of them actually knew the exact rule so we couldn't either follow what they knew nor make an adjudication. It was in one of the many (!!) additional monthly hardcovers for 3.x, not the core rules.
So, there comes a point where the players
cannot make informed judgement based on the rules because there are too many rules, covering too many corner cases. At this point the argument for complexity breaks down.
And this doesn't even address the organization of those rules. That was one of the reasons I subscribed to the 4e tools, they had a wonderful compendium that
if I knew a rule existed (not a given),
then I could look it up fast.
On the flip side, rules are a shared understanding. That's why I am perfectly fine mid-session with rulings ("the rules don't cover this corner case, let me make a call") and very against house-rules mid session ("the rules are clear but I'm changing them"). And yes, if a game is too light players don't have enough mechanical/probability understanding to make a call.
Let me give an example even in a non-rules light game (PF2r) - was recently in a session and to get a horse you are riding to do things in combat takes a check. One my character wasn't good at. If I don't know the DC of that check, I can't make any call on if I will move faster over a long distance on horse or on foot. The DM told me it was a DC 10 check, and I got off the horse.
Or we were playing Fate Core, in an Expanse/Mass Effect inspired universe, and our ship's engineer had no guidance on what was appropriate to even try, so kept herself to doing very basic things. Because there wasn't guidance to even give a scope of what she should be able to accomplish.