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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="Gorgon Zee" data-source="post: 9594281" data-attributes="member: 75787"><p>This may sound like a trivial observation, but I do not see that there is any consistent philosophical difference beyond the obvious one:</p><p></p><p><strong>A good rules-heavy game make a game fun for people who like rules. A good rules-light game makes the game fun for people who don't want enjoy engaging with rules.</strong></p><p></p><p>A slight caveat -- I actually like both styles, so I am always down for a paragon-tier <em>D&D 4E</em> game with all the feats and classes available, but it's a very different sort of fun from playing <em>Kids on Bikes</em>. </p><p></p><p>I really don't see much in similar in philosophy between various rules heavy games that I have played. For example:</p><p></p><p><strong>D&D 4E</strong> was fun because you could spend days building characters to a specific plan (e.g. "the most drow-y drow ever" or "paladin of theft") and then explore how that plays out mechanically. Appeals to the builder / tinkerer / designer in me.</p><p></p><p><strong>Fate Mindjammer</strong> was fun because it created a huge set of examples of how to enhance Fate with rules to simulate a far-future galactic-level civilization. So many options and ideas. This appealed to the simulationist in me -- I can run the world of Iain Bank's Culture with rules for every bit I might need.</p><p></p><p>I also find the argument that lots of rules facilitate simulationist-style games. Like others in this thread, I find that they allow more consistency, but frankly, that consistency is not necessarily great for reaslism. D&D's hit points are an excellent example - very consistent use, completely unable to map to anything vaguely realistic. For me, a game with minimal rules, perfectly adjudicated, would be the best at simulating reality. Base Fate, with a GM who could perfectly define the difficulty of any task would do much better than all the rules in a complex game. Rules-heavy simulationist games help the GM make those adjudications, or define sub-systems to let the GM know how to handle a scenario.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9594281, member: 75787"] This may sound like a trivial observation, but I do not see that there is any consistent philosophical difference beyond the obvious one: [B]A good rules-heavy game make a game fun for people who like rules. A good rules-light game makes the game fun for people who don't want enjoy engaging with rules.[/B] A slight caveat -- I actually like both styles, so I am always down for a paragon-tier [I]D&D 4E[/I] game with all the feats and classes available, but it's a very different sort of fun from playing [I]Kids on Bikes[/I]. I really don't see much in similar in philosophy between various rules heavy games that I have played. For example: [B]D&D 4E[/B] was fun because you could spend days building characters to a specific plan (e.g. "the most drow-y drow ever" or "paladin of theft") and then explore how that plays out mechanically. Appeals to the builder / tinkerer / designer in me. [B]Fate Mindjammer[/B] was fun because it created a huge set of examples of how to enhance Fate with rules to simulate a far-future galactic-level civilization. So many options and ideas. This appealed to the simulationist in me -- I can run the world of Iain Bank's Culture with rules for every bit I might need. I also find the argument that lots of rules facilitate simulationist-style games. Like others in this thread, I find that they allow more consistency, but frankly, that consistency is not necessarily great for reaslism. D&D's hit points are an excellent example - very consistent use, completely unable to map to anything vaguely realistic. For me, a game with minimal rules, perfectly adjudicated, would be the best at simulating reality. Base Fate, with a GM who could perfectly define the difficulty of any task would do much better than all the rules in a complex game. Rules-heavy simulationist games help the GM make those adjudications, or define sub-systems to let the GM know how to handle a scenario. [/QUOTE]
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