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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Campbell" data-source="post: 2387493" data-attributes="member: 16586"><p>I did not fail to see your point. I am simply not impressed by it, nor do I see how this phenomenon is unique to good rules light systems. A good rules heavy system also retains a more general core that can be used to model new and interesting situations. It also includes additional tools that may be used to model complicated situations that come up during play. Rules heavy systems also allow GMs to present a more detailed simulation without having to remember how he or she handled the same situation last week. In fact most of the rules that I can find within the core rules are either extensions of existing principles, or exceptions that allow you to model situations that completely unified mechanics may not. Remove these elements, and you would have a good rules light system. There are of course some exceptions that need to die (Turning Undead and death at -10 hit points for instance).</p><p></p><p>While I admit rules light games do indeed play faster, they do not allow me to model both consistancy and detail. Some sacrifices are not worth it for everyone.</p></blockquote><p></p>
[QUOTE="Campbell, post: 2387493, member: 16586"] I did not fail to see your point. I am simply not impressed by it, nor do I see how this phenomenon is unique to good rules light systems. A good rules heavy system also retains a more general core that can be used to model new and interesting situations. It also includes additional tools that may be used to model complicated situations that come up during play. Rules heavy systems also allow GMs to present a more detailed simulation without having to remember how he or she handled the same situation last week. In fact most of the rules that I can find within the core rules are either extensions of existing principles, or exceptions that allow you to model situations that completely unified mechanics may not. Remove these elements, and you would have a good rules light system. There are of course some exceptions that need to die (Turning Undead and death at -10 hit points for instance). While I admit rules light games do indeed play faster, they do not allow me to model both consistancy and detail. Some sacrifices are not worth it for everyone. [/QUOTE]
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