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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="Bedrockgames" data-source="post: 9594255" data-attributes="member: 85555"><p>Yeah, my experience is it isn't a whimsical thing. The basic difference between learning on rulings in specific cases and establishing agreed upon 'common law' is the later ultimately leads to rules heavy. And part of the reason why people want the rulings is it makes the game more agile in terms of responding to different things the players might want to do. I find in most instances it ins't so much the GM asserting some kind of authoritative whim on the players, more often it is the Gm hearing an unusual request from a player and saying "Okay, I am thinking we resolve that with a STR roll followed by an attack roll; does that sound good?" (and the conversation might get more involved depending on the thing the player wants to do, but the point of the ruling is to better help players realize what it is they want their character to do (doesn't mean you say yes to everything, but you need to have the player's receptiveness and trust for it to work)</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9594255, member: 85555"] Yeah, my experience is it isn't a whimsical thing. The basic difference between learning on rulings in specific cases and establishing agreed upon 'common law' is the later ultimately leads to rules heavy. And part of the reason why people want the rulings is it makes the game more agile in terms of responding to different things the players might want to do. I find in most instances it ins't so much the GM asserting some kind of authoritative whim on the players, more often it is the Gm hearing an unusual request from a player and saying "Okay, I am thinking we resolve that with a STR roll followed by an attack roll; does that sound good?" (and the conversation might get more involved depending on the thing the player wants to do, but the point of the ruling is to better help players realize what it is they want their character to do (doesn't mean you say yes to everything, but you need to have the player's receptiveness and trust for it to work) [/QUOTE]
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