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Interesting Ryan Dancey comment on "lite" RPGs

Interesting interactive experience. I would certainly classify it as roleplaying. Obviously, it's incredibly "rules-light" and highly interactive.

I think the point here is that all this "rules-light," "rules-medium," "rules-heavy" stuff is a continuum where everyone's "sweet spot" is different. Clearly, some people prefer to handle their games in different ways. For myself, I can totally understand the desire of many people (especially GMs) to have a game that's easier to prepare. That makes all kinds of sense. Personally, I find that a dichotomy exists between "easy to prepare" and "customizable characters."

For the record, I do not consider Castles & Crusades to be a truly "rules-light" system. I would rate it more on the level of "rules-simple." Like D&D, C&C has a relatively simple resolution mechanic. D&D has, over the years, accumulated a number of "situation-specific" rulings that were, with the publication of 3e, codified into the "official system." The official system has been tested to be "balanced" with all of those add-ons taken into account. I'm not sure the game is necessarily balanced if you start pulling things out, but I don't think you could balance the game for a lot fewer rules and then start adding things in without jeopardizing its "balance" either.

The points Ryan Dancey has been making since he advocated the OGL are primarily basic marketing ones. Now, since roleplaying games are a hobby, they don't necessarily follow the paradigm he's using, but it isn't fair to ignore his point completely. Any complicated system benefits, in the long-term, from what marketing people call "network effects." Basically, the theory runs like this: if everybody's got the same "interface," their experience is more portable. And the more people that use it, the more value it has to people. And the more value it has, the more people use it, and so on.

This means that there's a reduced learning curve in the long run. Rules-light vs. rules-heavy inadvertently treads on these network effect issues. If everyone's playing the same "rules-heavy" game, then the learning curve is drastically reduced if you switch gaming groups. If everyone's playing the same "rules-light" game, but each group has a pool of "house rules," then the network effects only apply to the rules-light aspect of the game. For the record, many games (like C&C) benefit from (and exist because of) the network effects created by Dancey's brainchild - the Open Gaming License.

And the simple fact is that the Core mechanic of the Open Gaming License is the same as the core mechanic of the Original D&D Game. That's why C&C can be published under the OGL and be recognizable as the original game. D&D's true genius (mechanics-wise) was always its combat resolution system. Skills were definitely a secondary consideration. The smart thing Wizards did when they made 3e was to standardize the d20 as THE conflict resolution mechanic for the game. They took the mechanics for combat resolution that made D&D so popular and applied them across the board. C&C actually copied that "univeral mechanic" from 3e (tweaked slightly - the SIEGE engine).

Where the Third Edition designers MAY have been overzealous is in their attempts to balance out EVERYTHING. It can fairly be argued that they could have left some things less defined. IMO, some of the weird "too far" mechanics include the rules for types of bonuses, stacking and so forth. The "character wealth by level" guidelines are another example. The designers took a perceived problem - Monty Haul characters - and decided to address it by stating what level of wealth was "reasonable." The net result was that the ramp-up of character's abilities became officially defined by their treasure. I don't regard any of these things as "core aspects" of third edition. They were more inadvertent side effects of attempts to address areas that caused a headache for some DMs.

And that is, I think, the key. How do you teach someone to be a good DM? That's a MAJOR "network effect" problem that confronts our hobby. To have more gamers, there need to be more gaming groups. More gaming groups means you need more GMs. So how can you teach someone to be a good GM? In a rules-light game, you can only give "guidelines." If you have to play with someone who's already good at it, and it require a certain amount of "native talent," there will only ever be so many gaming groups. That's a significant "barrier to entry" to anybody considering taking up our hobby.

However, in a rules-heavy game, you can point to the rules and say, "okay, this is what you need to do when you referee." That won't necessarily produce great GMs, but it does allow someone to make an attempt at being a fair and good GM without having to spend an apprenticeship gaming with Gary Gygax, Monte Cook or any other GM who already GETS it. So now we have GMs that can grasp the bare minimums and run a reasonably fair game, even if they still need practice to be really "good" at it. The roleplaying/narrator side is something that ONLY comes with practice, although obviously some people will have more natural talent than others. Obviously, an experienced Gamemaster can adjudicate the game fairly without resorting to extensive rules. But if an enjoyable game requires an experienced GM, then the limiting factor of the RPG hobby is not the availability of gaming materials...it's the availability of good-quality, experienced GMs. That's another issue where a single gaming system helps in the long-run - the more portable one's RPG experience is, the more likely it is that any given gaming group will be able to find/produce a qualified Gamemaster.

Obviously, no business model that says "our market size is dependent on the availability of a resource we can't control, produce or aid in the development of" is sustainable in the long-term. You can disagree with Dancey on specifics, and disagree with Mearls' assertions about how good D&D's game mechanics are, but they do have some very good solid points to make.
 
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ThirdWizard said:
Except that you're wrong. Just because I can game at a rules-heavy system does not mean that it uses the same amount of fiat at a rules lite game.

As an example, a PC turned to stone should weigh about 3x as much as they normally weigh. In a rules-heavy game you can look it up on a table to find out if the PCs can carry the character back to town. In a rules-lite system that doesn't have encumberance tables, the GM just decides based on how they feel at the time.

In D&D you can determine run speeds based on character race/class, encumberance, and feats taken. You can then cross reference these run speeds and make ability checks to see if you can catch the person trying to run away. In a rules-lite system without chasing rules, the GM will make up a rule or decide if the chasing is successful.

In D&D, you have a mechanic to see who goes first in a round. In a rules-lite system without this mechanic the GM has to make it up.

In D&D you know how long it is going to take to craft something based on the character's skill in Craft. In a rules-lite system without this mechanic the GM makes it up.

In D&D I know the resolution mechnic for sundering, grappling, tripping, disarming, overruning, bull rushing, and other modes of attack. In a rules-lite system the GM would make these things up.

Now tell me again that a rules-heavy system is made up of just as much GM fiat as a rules-lite system.

The problem with all the above is that what the book tries to "enforce" as "the one true answer" may be wrong. An example?
You say: a PC turned to stone weighs 3x.
This is not necessarily true. It depends on the density of the stone. A PC turned to volcanic rock would weigh much more than a PC turned to alabaster.
This is just a fact of reality.
You may (correctly) say that reality in a fantasy game does not matter much.
The obvious consequence of this being that the answer in the book is as good as the answer I may create on the spot.

The same argument can be repeated for all other matters.
People often think that by using a more "simulationist" game system like 3e, what they get is something more similar to a real combat.
I routinely stage medieval mock combats during celebrations in my country, which has a strong medieval tradition, and I assure you that all the *c*r*a*p* that we see in 3e combat is simply nonsense. True combat is FAST PACED, it is not an exercise in pointless square counting tactic, you do not have much time to think at what you are doing.
And trying to simulate such a reality is pointless since no system could introduce all the variables needed in a viable amount of time. So, why bother? Whether you move 3 or four "squares" is the same. What one can realistically do, instead, is to "simulate" the EXPERIENCE of combat, as a frantic, chaotic sequence of steps where you need split-second decisions to survive.

best regards,
Antonio Eleuteri
 

I guess it's a case of speed versus pseudo-realism.

So a PC is turned to stone, its weight multiplied by 3, making him and his gear a 600 lb. Others want to carry the statue back to town to have him being reverted to flesh:

-- Rule Lite Game:
I rule that a stone statue of 600 lb. is extremely heavy and encumbering, so carrying it among the three remaining PCs, who also have got a chest full of gold plus their plate mails and whatever, is almost impossible without a cart. I can say it immediately, and the game goes on. It's DM's fiat, but I am open to players' arguments anyway, as I know I am not omniscient, and open to suggestions. However, in this case it's easy to agree.

-- Rule Heavy Game:
I search through the book, make complex calculations and what not, and finally obtain the precision that the strongest character carrying the statue could walk at 1/5th base speed for 30 minutes maxi (then stop exhausted for 10 minutes, and each time thereafter being all the more exhausted, increasing the penalty to this or that), and the others at 1/6th their base speed for 15 minutes maxi. So what? Is the game hugely improved by this precision? I doubt it; however I admit that the heavy rulebook helps you win the argument against players who always try to abuse the rules and get an advantage over the DM with dishonest arguments. Personally I don't game with such players. I listen to their remarks, adjust when necessary and go on with the game.
 
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Turanil said:
Is the game hugely improved by this precision? I doubt it; however I admit that the heavy rulebook helps you win the argument against players who always try to abuse the rules and get an advantage over the DM with dishonest arguments.
Especially when swung vigorously against the side of the player's head. ;)

No, I am not advocating violence against players by GMs. At least not most players.
 

Originally Posted by Ryan Dancey
I observed (2-way mirror) several groups who were given "rules lite" RPG systems as a part of an effort to understand how they were used and if the "liteness" was actually delivering any utility value. Using a stopwatch, we found that consistently zero time was saved in character creation, or adjudicating disputes. In fact, in some games, disputes lasted substantially longer because the GM could not just point to a written rule in a book and call the argument closed.

My opinion is that most people think "rules lite" games are simpler and better because they desperately want them to be, not because they are.


Bull.

I played a C&C game Tuesday night, the first session of the campaign. One of the guys had to roll up a character, and he had never played the game before, nor had he seen the rulebook. He was up and running in 10 minutes. Another guy was late, but familiar with the game. He had his character ready to play in 5 minutes.

I also play in a 3e game on Thursday nights, and it takes an hour for someone to roll a new character when a pc dies. Also, in the C&C game, combat seems to fly by and we got a LOT more accomplished than the 3e game does. BTW, 3 of the 4 guys in the C&C game also play in the 3e game, so it's not a difference in the players.

I'm not saying rules light is better, but it's exponentially faster.

Ryan is entitled to his opinion, but I have to wonder, is it his opinion that the world is flat?
 

Originally Posted by Remathilis
I'd rather have a consistant, if heavier, ruled game than trust that my GM will come up with a fair and consistant ruling for such ad hoc options. Want my proof? My players NEVER tried to grapple, bull-rush or trip in combat until 3e rolled along.


After 6 years of playing 3e, I have yet to see the above, either.
 

JRRNeiklot said:
Ryan is entitled to his opinion, but I have to wonder, is it his opinion that the world is flat?

my guess is his opinion matches P.T. Barnum's.

There is one born every minute.

diaglo "examining what's behind the egress" Ooi
 

This just in:

When ice cream sales escalate, so does violate crime, such as murder and rape. Therefore, if you see someone eating ice cream, he's probably a rapist.
 

der_kluge said:
It seems to me that we have players advocating a more rules-heavy system, and GMs advocating a more rules-light approach.

Or am I misinterpreting things?

Ultimately, isn't that the holy grail? Players can customize and have control over the game, and GMs can run a campaign without quitting their day job?


Not exactly, I both play and GM, and I prefer rules light as both a player and a gm; however, I will GM a C&C game, but never again a 3e game. So, in my case, you're partially right.
 

Dear Lord, could is be that someone else on this board actually agrees that all of that branding effort had as much or more to do with the success of 3.X as the asserted complexity of its rules? Shocking.

I wonder how well 3e would have sold if it had been Gurps 4.0 or Rolemaster x.0 using the exact same ruleset? My guess is not NEARLY as well.
 

Into the Woods

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