Different philosophies concerning Rules Heavy and Rule Light RPGs.

What do you mean? Describing what happens in a tabletop game is the game. How do you play if you can't imagine or describe what happens?
I've been GM'ing since 1979, and I have never bothered to describe a wound; the system does that for me.

"You're hit in the left upper bicep; 8 points structure damage, 8 points normal bleeding, adjust for armor, roll for shock."

What's not to understand?
 

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Just seems unnecessary. "3 damage. Bob the troll takes a nasty wound to the shoulder. It seems to have pissed him off."

What's not to understand?
It slows down the game, and is unnecessary. I haven't played D&D since 1981, but as I recall, three hit points on a troll doesn't need extra verbiage to make a player realize they did nothing.

Slowing down a game adds nothing. There's other players waiting to act, so keep it moving.
 


You think it takes longer to say the one sentence in my post than it does to say the one sentence in your post?
Its the mindset. My sentence conveyed the details required by the injury. Yours took two words and dragged it out into verbiage that added nothing but delay. One of the great issues GMs need to avoid, is falling in love with the sound of their own voice.

Keep things moving. The players write their own scripts in their head.
 

My sentence was shorter, so it takes less time, by definition.

Knowing the enemy's emotional state does in fact add to the game, especially when the game provides options for the players to take advantage of that.

If you aren't describing how things and beings in the world are behaving, you're contributing nothing as a GM, and can be replaced by a dicebot.
 

My sentence was shorter, so it takes less time, by definition.

Knowing the enemy's emotional state does in fact add to the game, especially when the game provides options for the players to take advantage of that.

If you aren't describing how things and beings in the world are behaving, you're contributing nothing as a GM, and can be replaced by a dicebot.
I guess it depends on your players. I've always GM'd for adults, who don't need simple things explained to them.
 

I've been GM'ing since 1979, and I have never bothered to describe a wound; the system does that for me.

"You're hit in the left upper bicep; 8 points structure damage, 8 points normal bleeding, adjust for armor, roll for shock."

What's not to understand?
What games do you habitually play?
 



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