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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="Thomas Shey" data-source="post: 9751511" data-attributes="member: 7026617"><p>It was late so I probably didn't express it well.</p><p></p><p>Let's say you're thinking about running across a set of broken turf, jumping over an obstacle, climbing up a short wall and disabling a automated weapon system.</p><p></p><p>(Assuming here that you're using a system that actually distinguishes failure on all four parts of those; I have complaints about systems that consider it one thing, but they're <em>different</em> complaints).</p><p></p><p>I don't need to know what the roll will be needed for one of those things, but at least in rough in all four. Similar things can come up in planning things like various steps in a plan involving heist situation, where the steps will be spread across longer time.</p><p></p><p>Now, I don't expect to know precisely each of them in that case because there will be likely situational things I won't know until I get there on at least one step, but I still want an approximation of each one, or I may not even attempt it (and that's true with the prior example too). Its not one part of the event I need to know to continue.</p><p></p><p></p><p></p><p>Bluntly, I'd rather have rare bad rulings than constant unpredictable ones.</p><p></p><p></p><p></p><p>I've played any number of complex rule games where we were only rarely needing to reference more material than was summarized on the character sheet. The key is there's a difference between complex system and systems with lots of common special casing. The Hero System is usually viewed as a complex system, but most of the time you played just off the sheet. While I might have had to sometimes look things up for uncommon situations when running Mythras, that was a small fraction of function time.</p><p></p><p>So I'm afraid I just don't accept your premise here, at least as a general point. It's true for games that have a lot of commonly used exception based design (D&D spell definitions for example) but its hardly true just because a game is complex.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9751511, member: 7026617"] It was late so I probably didn't express it well. Let's say you're thinking about running across a set of broken turf, jumping over an obstacle, climbing up a short wall and disabling a automated weapon system. (Assuming here that you're using a system that actually distinguishes failure on all four parts of those; I have complaints about systems that consider it one thing, but they're [I]different[/I] complaints). I don't need to know what the roll will be needed for one of those things, but at least in rough in all four. Similar things can come up in planning things like various steps in a plan involving heist situation, where the steps will be spread across longer time. Now, I don't expect to know precisely each of them in that case because there will be likely situational things I won't know until I get there on at least one step, but I still want an approximation of each one, or I may not even attempt it (and that's true with the prior example too). Its not one part of the event I need to know to continue. Bluntly, I'd rather have rare bad rulings than constant unpredictable ones. I've played any number of complex rule games where we were only rarely needing to reference more material than was summarized on the character sheet. The key is there's a difference between complex system and systems with lots of common special casing. The Hero System is usually viewed as a complex system, but most of the time you played just off the sheet. While I might have had to sometimes look things up for uncommon situations when running Mythras, that was a small fraction of function time. So I'm afraid I just don't accept your premise here, at least as a general point. It's true for games that have a lot of commonly used exception based design (D&D spell definitions for example) but its hardly true just because a game is complex. [/QUOTE]
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