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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Celebrim" data-source="post: 9590191" data-attributes="member: 4937"><p>I think we aren't actually disagreeing, though it's hard to tell exactly what you mean. Stake setting and user generated traits, such as in DITV, do allow you to resolve anything using a generic proposition resolution engine and do allow for broadly defined traits that can arguably be leveraged in different and often unanticipated situations. And in any system for any fortune mechanic or rules engine, you can "articulate exactly the impact that might have on the characters involved". </p><p></p><p>However, there is a fundamentally different game experience and utility if we have a rules engine for a particular situation compared to if we don't. Suppose my heavy rules cover in detail mass combat and how players can impact or steer the course of battles. Perhaps we even have a wargame sub-game where we move tokens on the board. Applying something like DITV to the fantasy equivalent of the battle of Crecy is not straight forward and is unlikely to produce the same transcript of play as laying out 5000 tokens in your garage and spending the night maneuvering units and dicing for leadership tests and single combats to sway the outcome of meetings between forces. </p><p></p><p>Likewise, we certainly can resolve surviving a hurricane in an 80' schooner using FATE or what have you, but without a detailed engine for doing so and having a rules light system without a GM who has a lot of understanding of sailing mechanics and age of sail ships, this is likely to produce very different experiences regardless of how complete the rules light game is compared to a rules heavy game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9590191, member: 4937"] I think we aren't actually disagreeing, though it's hard to tell exactly what you mean. Stake setting and user generated traits, such as in DITV, do allow you to resolve anything using a generic proposition resolution engine and do allow for broadly defined traits that can arguably be leveraged in different and often unanticipated situations. And in any system for any fortune mechanic or rules engine, you can "articulate exactly the impact that might have on the characters involved". However, there is a fundamentally different game experience and utility if we have a rules engine for a particular situation compared to if we don't. Suppose my heavy rules cover in detail mass combat and how players can impact or steer the course of battles. Perhaps we even have a wargame sub-game where we move tokens on the board. Applying something like DITV to the fantasy equivalent of the battle of Crecy is not straight forward and is unlikely to produce the same transcript of play as laying out 5000 tokens in your garage and spending the night maneuvering units and dicing for leadership tests and single combats to sway the outcome of meetings between forces. Likewise, we certainly can resolve surviving a hurricane in an 80' schooner using FATE or what have you, but without a detailed engine for doing so and having a rules light system without a GM who has a lot of understanding of sailing mechanics and age of sail ships, this is likely to produce very different experiences regardless of how complete the rules light game is compared to a rules heavy game. [/QUOTE]
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