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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="Composer99" data-source="post: 9596874" data-attributes="member: 7030042"><p>I read [USER=4937]@Celebrim[/USER]'s statement on "fudging" with respect to PbtA-style games as referring to when a player character makes a Move and the result of the die roll requires the GM/facilitator to make some kind of Move in response, where what that looks like within the fiction are largely within the GM/facilitator's purview, subject to constraints imposed by the rules of the game on the GM/facilitator. I hope Celebrim can clarify if I've misunderstood.</p><p></p><p>That does seem to me to be a rather idiosyncratic definition of "fudging", which usually involves <em>ignoring</em> the outcome of a die roll.</p><p></p><p>[HR][/HR]</p><p>Apropos of the main topic, it seems to me that what I enjoy most about rules-heaviness when playing D&D 5e and 4e is the presence of game-mechanical aspects <em>in and of themselves</em>. I don't want rules as drivers of world-simulation; what I want is the "gamification" experience that game mechanics provide.</p><p></p><p>The sorts of rules that enhance this kind of experience are player character abilities, as well as procedural/process rules that structure play so as to (a) move play forward through the fiction and (b) force me to make decisions that I find interesting or compelling.</p><p></p><p>Rules-light games, as a rule, also have reasonable quantity of player character abilities, such as playbooks in PbtA-style games, and processes of play that have the same effect as detailed in the above paragraph, so to my mind what I find enjoyable is, specifically, the explicit "game-ness" of the rules-heavy play experience.</p><p></p><p>That is, what is satisfying about a D&D combat, as opposed to conflict resolution mechanics in lighter systems? Part of it is simply the <em>leveraging of mechanics</em> in and of themselves, by breaking the conflict out into structured procedures with highly granular outcome resolution.</p><p></p><p>That is not to everyone's tastes; well and good.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9596874, member: 7030042"] I read [USER=4937]@Celebrim[/USER]'s statement on "fudging" with respect to PbtA-style games as referring to when a player character makes a Move and the result of the die roll requires the GM/facilitator to make some kind of Move in response, where what that looks like within the fiction are largely within the GM/facilitator's purview, subject to constraints imposed by the rules of the game on the GM/facilitator. I hope Celebrim can clarify if I've misunderstood. That does seem to me to be a rather idiosyncratic definition of "fudging", which usually involves [I]ignoring[/I] the outcome of a die roll. [HR][/HR] Apropos of the main topic, it seems to me that what I enjoy most about rules-heaviness when playing D&D 5e and 4e is the presence of game-mechanical aspects [I]in and of themselves[/I]. I don't want rules as drivers of world-simulation; what I want is the "gamification" experience that game mechanics provide. The sorts of rules that enhance this kind of experience are player character abilities, as well as procedural/process rules that structure play so as to (a) move play forward through the fiction and (b) force me to make decisions that I find interesting or compelling. Rules-light games, as a rule, also have reasonable quantity of player character abilities, such as playbooks in PbtA-style games, and processes of play that have the same effect as detailed in the above paragraph, so to my mind what I find enjoyable is, specifically, the explicit "game-ness" of the rules-heavy play experience. That is, what is satisfying about a D&D combat, as opposed to conflict resolution mechanics in lighter systems? Part of it is simply the [I]leveraging of mechanics[/I] in and of themselves, by breaking the conflict out into structured procedures with highly granular outcome resolution. That is not to everyone's tastes; well and good. [/QUOTE]
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