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*Pathfinder & Starfinder
Does "rules light" lead to more arguments?
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<blockquote data-quote="howandwhy99" data-source="post: 6212432" data-attributes="member: 3192"><p>Rules light isn't about breadth of interpretation or the number of DM calls. If anything, rules light games probably have fewer arguments about rules than other games as there simply aren't that many to argue about. </p><p></p><p>Checkers is rules light. Wargames are typically rules heavy. Magic the Gathering is very rules heavy as every card is its own rulebook. D&D has tended towards the exception-based design and become very heavy as late.</p><p></p><p>Rules light is simply fewer rules.</p><p>Rules heavy is a lot of rules. This could be a small game with lots of exceptions or pages of charts for rule interactions or simply lots of different rules. </p><p></p><p>Complexity is different. Checkers is actually pretty complex. You don't need a lot of rules for complexity. </p><p>Elegant rule sets are actually highly complex games with few rules. E=mc[sup]2[/sup] if you will. The Go or Chess of the game world.</p><p>Imprecise rules are what require a lot of referee calls. Those are usually considered poor rule writing and a sign of bad game design. D&D has fortunately moved towards very precisely written rules.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6212432, member: 3192"] Rules light isn't about breadth of interpretation or the number of DM calls. If anything, rules light games probably have fewer arguments about rules than other games as there simply aren't that many to argue about. Checkers is rules light. Wargames are typically rules heavy. Magic the Gathering is very rules heavy as every card is its own rulebook. D&D has tended towards the exception-based design and become very heavy as late. Rules light is simply fewer rules. Rules heavy is a lot of rules. This could be a small game with lots of exceptions or pages of charts for rule interactions or simply lots of different rules. Complexity is different. Checkers is actually pretty complex. You don't need a lot of rules for complexity. Elegant rule sets are actually highly complex games with few rules. E=mc[sup]2[/sup] if you will. The Go or Chess of the game world. Imprecise rules are what require a lot of referee calls. Those are usually considered poor rule writing and a sign of bad game design. D&D has fortunately moved towards very precisely written rules. [/QUOTE]
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