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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="Retros_x" data-source="post: 9750411" data-attributes="member: 7033171"><p>I feel like the whole transparency argument is a false one - you can make informed decisions in a rules-light systems too. The DM just need to do the ruling before the decision of the player aka telling them the consequences for an action beforehand, so they can decide what to do.</p><p></p><p>And in a rules-heavy systems you also need to do rulings, because when player do some actual roleplaying, they will always come up with approaches that are not covered by the rules, no matter the heavy they are. But then it is in my experience much harder to do an edequate ruling because you need to improvise for the gigantic complex rule framework and not some light approach that is easy to improvise. Also rules-heavy systems often need longer to resolve at the table and require much more buy-in from DM and players, much more homework, much more time to master them. </p><p></p><p>Rules-heavy feel more like videogames to me, but without computing power of modern PCs and consoles. It feels like a puzzle: What is the optimal decision to do in my current situation, what button on my character sheet is the smartest to press. Which can be fun, but the true fun of roleplaying is to me in rules-light or medium complex systems.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9750411, member: 7033171"] I feel like the whole transparency argument is a false one - you can make informed decisions in a rules-light systems too. The DM just need to do the ruling before the decision of the player aka telling them the consequences for an action beforehand, so they can decide what to do. And in a rules-heavy systems you also need to do rulings, because when player do some actual roleplaying, they will always come up with approaches that are not covered by the rules, no matter the heavy they are. But then it is in my experience much harder to do an edequate ruling because you need to improvise for the gigantic complex rule framework and not some light approach that is easy to improvise. Also rules-heavy systems often need longer to resolve at the table and require much more buy-in from DM and players, much more homework, much more time to master them. Rules-heavy feel more like videogames to me, but without computing power of modern PCs and consoles. It feels like a puzzle: What is the optimal decision to do in my current situation, what button on my character sheet is the smartest to press. Which can be fun, but the true fun of roleplaying is to me in rules-light or medium complex systems. [/QUOTE]
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Different philosophies concerning Rules Heavy and Rule Light RPGs.
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