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Do only DMs like rules lite systems?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3221386" data-attributes="member: 22882"><p>Games with incomplete rules, which rely on GM fiat to stand in the place of good design work, do not interest me as either a player or a GM, but I could tolerate GMing them while I would never consent to play them.</p><p></p><p>Games with complete rules, be they one page or one thousand, interest me as both a player and a GM. In general, games with complete rules offer roughly the same level of player empowerment. The only exceptions I can think of are games like WHFR, which is highly random and thus disempowers both players and GMs, HERO, which is effects-based and thus empowers players more, and games that grant narrative control to players, which (obviously) empower players more.</p><p></p><p>I don't see, for example, True20 or FATE or Savage Worlds as requiring any greater degree of GM fiat than HERO or d20. Frankly, I don't see them as offering fewer options to the players than d20; FATE, arguably, offers even more options than HERO and leaps and bounds more than d20. FATE incorporates some degree of player fiat/narrative control (and is at least as player-empowering as d20, if not much moreso), while True20 and Savage Worlds are just more concise, but still rules-complete, traditional RPGs and offer the same degree of player empowerment.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3221386, member: 22882"] Games with incomplete rules, which rely on GM fiat to stand in the place of good design work, do not interest me as either a player or a GM, but I could tolerate GMing them while I would never consent to play them. Games with complete rules, be they one page or one thousand, interest me as both a player and a GM. In general, games with complete rules offer roughly the same level of player empowerment. The only exceptions I can think of are games like WHFR, which is highly random and thus disempowers both players and GMs, HERO, which is effects-based and thus empowers players more, and games that grant narrative control to players, which (obviously) empower players more. I don't see, for example, True20 or FATE or Savage Worlds as requiring any greater degree of GM fiat than HERO or d20. Frankly, I don't see them as offering fewer options to the players than d20; FATE, arguably, offers even more options than HERO and leaps and bounds more than d20. FATE incorporates some degree of player fiat/narrative control (and is at least as player-empowering as d20, if not much moreso), while True20 and Savage Worlds are just more concise, but still rules-complete, traditional RPGs and offer the same degree of player empowerment. [/QUOTE]
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