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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SWBaxter" data-source="post: 2386023" data-attributes="member: 27926"><p>Most of the response I'm seeing is more along the lines of puzzlement. I have no reason to suspect Dancey's lying, but his experience differs fairly dramatically from mine. For example, I'm having trouble figuring out how he gets only 20 minutes of rules interaction out of a four hour D&D session - I ran <em>Return to the Temple of Elemental Evil</em>, and if there were many sessions where we only spent 20 minutes using the rules, it would probably have taken four or five times as long to finish the thing.</p><p> </p><p></p><p> </p><p>The latter does not follow from the former - rules light games almost always trade detail in favour of consistency. Example: a given bad guy can be overcome in any of a variety of ways - PCs could fight him, bargain with him, blackmail him, trick him, whatever. In D&D, the rules cover fighting him in exacting detail, other approaches are handled in a relatively simplistic (and probably incomplete, unless you want the encounter resolved by something like a single diplomacy skill check) fashion. In a lighter game like HeroQuest, whatever approach you take is going to be handled the same way mechanically, with some methods (like fighting) being less detailed than D&D and others more detailed.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2386023, member: 27926"] Most of the response I'm seeing is more along the lines of puzzlement. I have no reason to suspect Dancey's lying, but his experience differs fairly dramatically from mine. For example, I'm having trouble figuring out how he gets only 20 minutes of rules interaction out of a four hour D&D session - I ran [i]Return to the Temple of Elemental Evil[/i], and if there were many sessions where we only spent 20 minutes using the rules, it would probably have taken four or five times as long to finish the thing. The latter does not follow from the former - rules light games almost always trade detail in favour of consistency. Example: a given bad guy can be overcome in any of a variety of ways - PCs could fight him, bargain with him, blackmail him, trick him, whatever. In D&D, the rules cover fighting him in exacting detail, other approaches are handled in a relatively simplistic (and probably incomplete, unless you want the encounter resolved by something like a single diplomacy skill check) fashion. In a lighter game like HeroQuest, whatever approach you take is going to be handled the same way mechanically, with some methods (like fighting) being less detailed than D&D and others more detailed. [/QUOTE]
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