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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="bloodtide" data-source="post: 9601468" data-attributes="member: 6684958"><p>While somethings might be "oh the red one uses fire" color codes to make things easy for the players.....most things would not have a set, easy to see look. Plenty of creatures and foes would not look all that different in the "easy to tell way". </p><p></p><p>I agree here. </p><p></p><p>And sure a player stuck on "red always means fire" will be all bent out of shape when the 'red one' has an ice attack. And if there are five 'lizard humanoids" and each one explodes with a different effect just melts poor players brains.</p><p></p><p></p><p>I don't understand why. For any encounter I will describe things for the players, but I would never go out of my way to "communicate reasons" how "different" everything is....for some reason. Sure the Chasm of Doom on the 655th Layer of the Abyss has a higher jump DC then the chasm nearby the goblin cave. But the vast majority of other chasms look fairly plain and alike, but still might have a various ranges of DCs.</p><p></p><p>It does not make any sense to me. As nearly everything in a RPG that is encountered should be different, not just the same things over and over and over again.</p><p></p><p>Maybe not?</p><p></p><p>I agree the easy way out is to just tell the players everything up front. The game does run much smoother if the GM holds each of the players hands and guides them. This is one of the things that makes my game style so hard for many players. I will describe the narrow ledge, the rain and the water on the ledge.....but it is up to the players to figure out all that might change the DC.</p><p></p><p>I'm not sure dungeons are puzzles?</p><p></p><p></p><p>I would say simply not giving away tons of game information often. Typically the players and characters won't know most game information...nearly always. </p><p></p><p>I would not agree with either of your two examples. But I would say players would not know nearly all abilities, spells or magic items a foe might be using at one time. And I sure don't think the GM should do a Buddy Move to have players find and encounter everything all the time. Like some sort of quantum encounter.</p><p></p><p>I agree this is a big problem.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9601468, member: 6684958"] While somethings might be "oh the red one uses fire" color codes to make things easy for the players.....most things would not have a set, easy to see look. Plenty of creatures and foes would not look all that different in the "easy to tell way". I agree here. And sure a player stuck on "red always means fire" will be all bent out of shape when the 'red one' has an ice attack. And if there are five 'lizard humanoids" and each one explodes with a different effect just melts poor players brains. I don't understand why. For any encounter I will describe things for the players, but I would never go out of my way to "communicate reasons" how "different" everything is....for some reason. Sure the Chasm of Doom on the 655th Layer of the Abyss has a higher jump DC then the chasm nearby the goblin cave. But the vast majority of other chasms look fairly plain and alike, but still might have a various ranges of DCs. It does not make any sense to me. As nearly everything in a RPG that is encountered should be different, not just the same things over and over and over again. Maybe not? I agree the easy way out is to just tell the players everything up front. The game does run much smoother if the GM holds each of the players hands and guides them. This is one of the things that makes my game style so hard for many players. I will describe the narrow ledge, the rain and the water on the ledge.....but it is up to the players to figure out all that might change the DC. I'm not sure dungeons are puzzles? I would say simply not giving away tons of game information often. Typically the players and characters won't know most game information...nearly always. I would not agree with either of your two examples. But I would say players would not know nearly all abilities, spells or magic items a foe might be using at one time. And I sure don't think the GM should do a Buddy Move to have players find and encounter everything all the time. Like some sort of quantum encounter. I agree this is a big problem. [/QUOTE]
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