Akrasia said:I am sure that some hate will break out again soon ...
Castles & Crusades is a fun game and I enjoy playing it...

Where the heck is my sig line, btw...
Oh, there it is. That was weird.
Akrasia said:I am sure that some hate will break out again soon ...
buzz said: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.
woodelf said:First, a nit-pick: wouldn't it be a one-way mirror? I keep seeing references to "two-way mirrors" in various places, but how are you going to secretly observe someone through a mirror that is reflective on both sides? Surely they (and Ryan in this case) are referring to a mirror that is reflective on one side, and able to be seen through from the other side, or, IOW, a one-way mirror?
woodelf said:First, a nit-pick: wouldn't it be a one-way mirror?
I would not be one bit surprised to discover that those who're used to GURPS or D&D3E or Hero are, in essence, reliant on the rules to resolve disputes. And that those same groups, especially initially, feel like the rules aren't supporting them when first introduced to, say, Over the Edge or Everway or Risus.
Oh, and i have never seen anything crunchy (and anything from Storyteller on up is "crunchy") run as fast as one of our sessions of Dread, or a game of OtE or QAGS or something equally lite. Not saying it can't be done, just that i've seen no evidence of it.
Mythmere1 said:Out of the two games, I prefer C&C, but I can completely understand when people prefer 3e. It's just about whether people prefer GM adjudication or referencing a comprehensive rule-set. There are advantages to both sides.
Akrasia said:I will say that mature gamers can like either rules light or rules heavy games. However, I think mature and experienced gamers are more likely to be *able* to enjoy rules light games -- simply because it takes experience and trust to make such games work.
Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a thieves guild and a character seeking to pry information from him. The task involves descriptive text, acting, accents, and a great number of things...The tale in the game must cascade over the players, engulfing them in a wash of emotions: fear, rage, courage, elation. Once you've captured everyone's emotions, the game is won! At that point, the game is pure fun, like a good movie - one where you forget you're in a theater.
The core of any game's philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objective detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the game should be easily grasped within about fifteen minutes...As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes later, much like adding stories to a building. Start with a firm, square foundation and everything else follows.
The game must be adaptable as well. Gamers are diverse people. They all want to play a game that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit their needs without worrying about the effects those changes have on the workings of the rest of the game. There should be only a few hard and fast rules. Everything else is extra.
The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story, and even worse, the flow of the game. Rules do serve a purpose. The codify actions during game play. However, rules can also impede the imagination. They can reduce the element of uncertainty and the emotions that come with it. They can describe too much, and thus hinder the capacity for narrative development for all participants. At its worst, codifying too much into game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, and then, you've lost the heart of the game! An efficient and concise set of rules allows an ease of play and adaptability, and is a necessary ingredient.
A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so unleashed, one can act without restraint to create a gaming environment that is fun for all. That is the core of this game's philosophy. That was the core of the original game. At its heart, it was intended to be a fun game to play and this game adheres to the same philosophy. Castles and Crusades is not a realistic-simulation game! Castles & Crusades is a fantasy game where imagination rules!
JohnSnow said:... Personally, I think Mearls was making a general observation, not a blanket statement meant to apply to all gamers, hence the caveats like "seems to be" "an element of" and so forth. And the fact that he now works for Wizards doesn't mean he loses the right to have and express his own opinions, irregardless of what company he works for.
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JohnSnow said:...
There's a whole lot of subjective opinion stated as absolute fact there. What the game "must" be. Many of the statements are accurate, but the clear intention of the designers is that they feel that the "descendant" of the "original game" they mention does NOT adhere to the same philosophy. ....
JohnSnow said:It's odd that it's almost paradoxical. Fewer rules ought to make a game easier to learn, but the reverse actually seems to be true. It seems that only players who develop a certain degree of experience and familiarity with RPGs can play and truly enjoy a rules-light game. That's an interesting observation, and one that needs to be addressed (and, to be honest, fixed) if RPgaming is going to continue growing as a hobby.