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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="Bedrockgames" data-source="post: 9616394" data-attributes="member: 85555"><p>And a GM can feel more artificial while providing a worse experience to his players. People here means people and GMs for whom this might be a preference and a way of enjoying the game. The purpose here is to have a fun game for people who like this. You seem to be assuming that it is always about a GM imposing this preference on a group of players who don't enjoy it. This is why it is important to play with groups you have chemistry with. And a good GM can adapt to player preferences (and a good player won't be the one guy at the table complaining about the direction the group has chosen to go in: whether it is the direction I am defending or the one you are). </p><p></p><p></p><p></p><p>Q&A is very organic and also still social. So I find most people don't mind a player asking a question, as much as they might mind pausing to check on a rule. That said, rules fading into the background as a reason for liking this isn't necessarily about time (though I do like things to move at a fast clip). Also Q&A simply doesn't bog down combat the way a heavily detailed rules system can. I can still have combats that take minutes with Q&A, if the system is sufficiently light and designed in a streamlined way. Though I would add length of combat is about rules, but not just teh amount of rules. It is also impacted by things like how characters are designed in the first place.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9616394, member: 85555"] And a GM can feel more artificial while providing a worse experience to his players. People here means people and GMs for whom this might be a preference and a way of enjoying the game. The purpose here is to have a fun game for people who like this. You seem to be assuming that it is always about a GM imposing this preference on a group of players who don't enjoy it. This is why it is important to play with groups you have chemistry with. And a good GM can adapt to player preferences (and a good player won't be the one guy at the table complaining about the direction the group has chosen to go in: whether it is the direction I am defending or the one you are). Q&A is very organic and also still social. So I find most people don't mind a player asking a question, as much as they might mind pausing to check on a rule. That said, rules fading into the background as a reason for liking this isn't necessarily about time (though I do like things to move at a fast clip). Also Q&A simply doesn't bog down combat the way a heavily detailed rules system can. I can still have combats that take minutes with Q&A, if the system is sufficiently light and designed in a streamlined way. Though I would add length of combat is about rules, but not just teh amount of rules. It is also impacted by things like how characters are designed in the first place. [/QUOTE]
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