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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="pemerton" data-source="post: 9597928" data-attributes="member: 42582"><p>I can't comment on Monster of the Week, which I know only by reputation - but what you say here is not true of Apocalypse World, for at least two reasons:</p><p></p><p style="margin-left: 20px">* If a player declares an action for their PC that hands the GM a golden opportunity, then the GM can respond with as hard and direct a move as they like - and that hard move may have a mechanical/rules-defined component to it (eg inflict harm; make the player change their gear list; take a penalty forward; etc);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The GM is quite at liberty to come up with custom moves - the AW rulebook has a whole chapter devoted to that.</p><p></p><p>The principle difference between AW and a "rulings not rules" RPG is that AW has strict rules about when the GM is permitted to make a hard move, and when the GM is permitted to make a soft move; the RNR RPG does not.</p><p></p><p>This is related to the different ways that prep is expected to be used in the two games.</p><p></p><p>I think identifying the difference in terms of <em>rigidity of mechanics</em> is a misdiagnosis: it's focusing on the technical minutiae of resolution procedures rather than the more significant differences in what the GM is permitted to say, and when.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9597928, member: 42582"] I can't comment on Monster of the Week, which I know only by reputation - but what you say here is not true of Apocalypse World, for at least two reasons: [indent]* If a player declares an action for their PC that hands the GM a golden opportunity, then the GM can respond with as hard and direct a move as they like - and that hard move may have a mechanical/rules-defined component to it (eg inflict harm; make the player change their gear list; take a penalty forward; etc); * The GM is quite at liberty to come up with custom moves - the AW rulebook has a whole chapter devoted to that.[/indent] The principle difference between AW and a "rulings not rules" RPG is that AW has strict rules about when the GM is permitted to make a hard move, and when the GM is permitted to make a soft move; the RNR RPG does not. This is related to the different ways that prep is expected to be used in the two games. I think identifying the difference in terms of [I]rigidity of mechanics[/I] is a misdiagnosis: it's focusing on the technical minutiae of resolution procedures rather than the more significant differences in what the GM is permitted to say, and when. [/QUOTE]
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