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Do only DMs like rules lite systems?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3222374" data-attributes="member: 22882"><p>This is one of two ways to close the gap in power between GM and player. Within the 'D&D family' (various editions of D&D and the games immediately based on it, including as C&C, d20 Modern and, arguably, many of the early 'new!' systems like Palladium), this is pretty much universally true.</p><p></p><p></p><p></p><p>Agreed. However, some lighter systems - even within the aforementioned D&D family - are also codified, they just use general, all-encompassing rules rather than highly specific ones.</p><p></p><p></p><p></p><p>I'm not sure "by and large" is really accurate. If "rules light" is code for "old versions of D&D," "games based thereon" or "unrelated lighter games from 1990 or earlier," I might agree, but many newer rules light systems close the power gap in a completely different way: the success of your action depends on both a die roll and YOUR call as a player - and possibly the GM's as well, but there's no guarantee of that. It may even involve the call of another (non-GM) player.</p><p></p><p>The default RPG model from OD&D to the present splits power between the rules and the GM - the players have no power whatsoever except to walk away. Some, though by no means all, newer RPGs invest in-game power in the players as well. In some cases (M&M, Cinematic Unisystem) this is restricted to narrative control via a limited pool of points - action points are a small step in this direction - while in others (Wushu), narrative control by players is the underpinning of the system.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3222374, member: 22882"] This is one of two ways to close the gap in power between GM and player. Within the 'D&D family' (various editions of D&D and the games immediately based on it, including as C&C, d20 Modern and, arguably, many of the early 'new!' systems like Palladium), this is pretty much universally true. Agreed. However, some lighter systems - even within the aforementioned D&D family - are also codified, they just use general, all-encompassing rules rather than highly specific ones. I'm not sure "by and large" is really accurate. If "rules light" is code for "old versions of D&D," "games based thereon" or "unrelated lighter games from 1990 or earlier," I might agree, but many newer rules light systems close the power gap in a completely different way: the success of your action depends on both a die roll and YOUR call as a player - and possibly the GM's as well, but there's no guarantee of that. It may even involve the call of another (non-GM) player. The default RPG model from OD&D to the present splits power between the rules and the GM - the players have no power whatsoever except to walk away. Some, though by no means all, newer RPGs invest in-game power in the players as well. In some cases (M&M, Cinematic Unisystem) this is restricted to narrative control via a limited pool of points - action points are a small step in this direction - while in others (Wushu), narrative control by players is the underpinning of the system. [/QUOTE]
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