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<blockquote data-quote="steenan" data-source="post: 6508294" data-attributes="member: 23240"><p>I play mostly rules-light systems, so I think I am quite qualified to answer your question. </p><p></p><p>What I want to see in a rules-light game?</p><p></p><p>1. Strong focus on fiction. </p><p>The rules need to tie to the fiction in such a way that they don't try to simulate it nor to replace it, but build on it. Use the understanding of the genre and the setting that players and the GM have. </p><p>For example, Fate's aspects are a direct connection to the fiction; they have no sense without it. Apocalypse World's moves always begin and end in fiction.</p><p></p><p>2. Clear idea of what the rules are to support.</p><p>You don't have a lot of rules and you trust your players to play in the genre, so you don't have to and shouldn't try to model everything by rules. Decide what your game is about and use rules that will push players in the direction you want to encourage.</p><p>For example, Fate's aspect give big bonuses compared to the dice spread, but you need to spend fate points for that and you gain the points by accepting compels (troubles for your character). This supports playing competent characters that have high-action dangerous adventures. In Monsterhearts you only have moves for manipulative and aggressive actions - this supports playing immature and emotionally troubled characters.</p><p></p><p>3. No "rule zero", "ruling not rules" and similar handwaving</p><p>If you don't want to put many rules in your game, only use rules that are essential for it - rules that must be followed or the game won't work as intended. In this case, you don't want any of the rules to be ignored or changed on the fly.</p></blockquote><p></p>
[QUOTE="steenan, post: 6508294, member: 23240"] I play mostly rules-light systems, so I think I am quite qualified to answer your question. What I want to see in a rules-light game? 1. Strong focus on fiction. The rules need to tie to the fiction in such a way that they don't try to simulate it nor to replace it, but build on it. Use the understanding of the genre and the setting that players and the GM have. For example, Fate's aspects are a direct connection to the fiction; they have no sense without it. Apocalypse World's moves always begin and end in fiction. 2. Clear idea of what the rules are to support. You don't have a lot of rules and you trust your players to play in the genre, so you don't have to and shouldn't try to model everything by rules. Decide what your game is about and use rules that will push players in the direction you want to encourage. For example, Fate's aspect give big bonuses compared to the dice spread, but you need to spend fate points for that and you gain the points by accepting compels (troubles for your character). This supports playing competent characters that have high-action dangerous adventures. In Monsterhearts you only have moves for manipulative and aggressive actions - this supports playing immature and emotionally troubled characters. 3. No "rule zero", "ruling not rules" and similar handwaving If you don't want to put many rules in your game, only use rules that are essential for it - rules that must be followed or the game won't work as intended. In this case, you don't want any of the rules to be ignored or changed on the fly. [/QUOTE]
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