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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: 9594461" data-attributes="member: 4937"><p>I'm not sure that we are.</p><p></p><p></p><p></p><p>You don't need rules for that, and indeed it's hard or nigh impossible to do that with rules. In my current campaign I'm using largely 2e Star Wars D6 by WEG as the rules set, but those rules don't really create any choices or decisions that are interesting in and of themselves. What's interesting is that the PC's are licensed Imperial Peacekeepers in the service of House Benelux, that is to say, they are members in good standing with the Bounty Hunter's Guild. As such, they are agents of Imperial authority - however unconventionally - and licensed and charged with doing the Empire's dirty work, capturing or killing its enemies, and cleaning up after it's messes. The interesting thing is choosing how much to stay that course knowing the Empire to be problematic at best, but also knowing the consequences of turning rogue and the rewards of earning lawful bounties. On top of that, they are often bribed by various parties to do things that aren't legal, and they have to decide what to do about that. And of course, along with that they have to conduct investigations to find their acquisitions in situations and circumstances were the normal legal authorities and military might of the Empire has failed, and that requires tons of innovation and choices. None of that really has to do with the rules. </p><p></p><p>Now there are interesting choices at the level of rules, like when do you want to spend that all powerful force point to sway the universe in your favor: do you use it to convince the informant to spill everything and so hasten the time dependent investigation, or do you preserve for a critical moment of combat when you might not survive without it? But that's not what I think you are talking about, nor is it what I consider to be particularly interesting about an RPG.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9594461, member: 4937"] I'm not sure that we are. You don't need rules for that, and indeed it's hard or nigh impossible to do that with rules. In my current campaign I'm using largely 2e Star Wars D6 by WEG as the rules set, but those rules don't really create any choices or decisions that are interesting in and of themselves. What's interesting is that the PC's are licensed Imperial Peacekeepers in the service of House Benelux, that is to say, they are members in good standing with the Bounty Hunter's Guild. As such, they are agents of Imperial authority - however unconventionally - and licensed and charged with doing the Empire's dirty work, capturing or killing its enemies, and cleaning up after it's messes. The interesting thing is choosing how much to stay that course knowing the Empire to be problematic at best, but also knowing the consequences of turning rogue and the rewards of earning lawful bounties. On top of that, they are often bribed by various parties to do things that aren't legal, and they have to decide what to do about that. And of course, along with that they have to conduct investigations to find their acquisitions in situations and circumstances were the normal legal authorities and military might of the Empire has failed, and that requires tons of innovation and choices. None of that really has to do with the rules. Now there are interesting choices at the level of rules, like when do you want to spend that all powerful force point to sway the universe in your favor: do you use it to convince the informant to spill everything and so hasten the time dependent investigation, or do you preserve for a critical moment of combat when you might not survive without it? But that's not what I think you are talking about, nor is it what I consider to be particularly interesting about an RPG. [/QUOTE]
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Different philosophies concerning Rules Heavy and Rule Light RPGs.
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