buzz
Adventurer
From Mike Mearls' blog:
Ryan Dancey said: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.