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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Gentlegamer" data-source="post: 2386212" data-attributes="member: 2425"><p>More rules = more options? I think not. When the concept of RPGs was explained to me years ago, it was something like this:</p><p></p><p>You can do anything. You pretend like you are there. You aren't limited to stay "on the board."</p><p></p><p>My first "rpg" sessions were exactly like this: my friend was DM, and I was the player. We had no rules (didn't have a copy of D&D). He drew dungeons and I was a warrior or thief or wizard (changed each time). He adjudicated whatever actions I wanted without dice or set rules, just his judgement. Those sessions were the most pure and "outside the box" RPG sessions I have ever participated in. We were quite creative at 11 years old.</p><p></p><p>When I finally had a copy of the D&D rules, I became more constrained. As time went on, my players (whom I had taught to play RPGs) and I became more and more constrained in what we conceptualized within the game because we were used to thinking in "rules terms." </p><p></p><p>A several years ago, I came full circle when I realized how much my involvement with the rules had come to guide my thinking. Seeing the rules for what they are, I was able to break free and become a better GM and better player, often surprising other GMs with my "creative" thinking while participating as a player character.</p><p>Rules tend to train you to think in terms of the rules. The fewer rules in general, the less constraint.</p></blockquote><p></p>
[QUOTE="Gentlegamer, post: 2386212, member: 2425"] More rules = more options? I think not. When the concept of RPGs was explained to me years ago, it was something like this: You can do anything. You pretend like you are there. You aren't limited to stay "on the board." My first "rpg" sessions were exactly like this: my friend was DM, and I was the player. We had no rules (didn't have a copy of D&D). He drew dungeons and I was a warrior or thief or wizard (changed each time). He adjudicated whatever actions I wanted without dice or set rules, just his judgement. Those sessions were the most pure and "outside the box" RPG sessions I have ever participated in. We were quite creative at 11 years old. When I finally had a copy of the D&D rules, I became more constrained. As time went on, my players (whom I had taught to play RPGs) and I became more and more constrained in what we conceptualized within the game because we were used to thinking in "rules terms." A several years ago, I came full circle when I realized how much my involvement with the rules had come to guide my thinking. Seeing the rules for what they are, I was able to break free and become a better GM and better player, often surprising other GMs with my "creative" thinking while participating as a player character. Rules tend to train you to think in terms of the rules. The fewer rules in general, the less constraint. [/QUOTE]
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