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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="BryonD" data-source="post: 2385827" data-attributes="member: 957"><p>D&D uses a basic mechanic. I don't think anyone is argueing that this makes it rules lite.</p><p></p><p>If there is a consistent rule for something, say jumping a ditch, then on that issue the game is effectively the same as a rules heavy game. If there isn't, then it is no different than cops and robbers on that issue. </p><p></p><p>But it does not come down to one issue at a time. The real issue is how often must you make up rules on the fly vs how much do you have to keep up with. Any time you have to make up rules on the fly, then it goes back to whim, which is little more than cops and robbers. </p><p></p><p>Just having a single mechanic doesn't solve the problem, it just obscures it. If you use a core mechanic to determine how much a character can lift in the absence of a lifting mechanic, then GM whim is still the real controlling factor. Must I roll to lift 10 pounds? Can I roll to try to lift 1,000? Neither of these are ever going to be a problem. But some vague point in between is going to be whim. And that vague area is going to be the area that you actually care about. Automitcs are not interesting, the edge of chance, one way or the other is where the exciting action occurs. Exactly the point where rules lite seems to break down the worst.</p><p></p><p>In D&D I know if a character can lift 250 lbs or not. If you throw a 50/50 chance at my rules light character, it is just a hand wave to hide the same result as arguing "yes I can" / "no you can't". And, of course if you rule differently the next time then you don't have a consistent game and if you rule the same then you are back to have a rules heavy game where the rules just are not written down. Either way its some degree of fancy cops and robbers.</p></blockquote><p></p>
[QUOTE="BryonD, post: 2385827, member: 957"] D&D uses a basic mechanic. I don't think anyone is argueing that this makes it rules lite. If there is a consistent rule for something, say jumping a ditch, then on that issue the game is effectively the same as a rules heavy game. If there isn't, then it is no different than cops and robbers on that issue. But it does not come down to one issue at a time. The real issue is how often must you make up rules on the fly vs how much do you have to keep up with. Any time you have to make up rules on the fly, then it goes back to whim, which is little more than cops and robbers. Just having a single mechanic doesn't solve the problem, it just obscures it. If you use a core mechanic to determine how much a character can lift in the absence of a lifting mechanic, then GM whim is still the real controlling factor. Must I roll to lift 10 pounds? Can I roll to try to lift 1,000? Neither of these are ever going to be a problem. But some vague point in between is going to be whim. And that vague area is going to be the area that you actually care about. Automitcs are not interesting, the edge of chance, one way or the other is where the exciting action occurs. Exactly the point where rules lite seems to break down the worst. In D&D I know if a character can lift 250 lbs or not. If you throw a 50/50 chance at my rules light character, it is just a hand wave to hide the same result as arguing "yes I can" / "no you can't". And, of course if you rule differently the next time then you don't have a consistent game and if you rule the same then you are back to have a rules heavy game where the rules just are not written down. Either way its some degree of fancy cops and robbers. [/QUOTE]
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