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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Lonely Tylenol" data-source="post: 2388157" data-attributes="member: 18549"><p>My experience with rules-heavy vs. rules-light gaming:</p><p></p><p>We've been running a FUDGE sci-fi game using the basic rules plus some of those plug-and-play supplements (eg. a combat system). It's pretty good. Most of what we do is role-playing, although a couple of the members of the group are gun-happy and find any excuse to turn the game into a firefight, which is interesting considering that it was meant to be a more interactive and character-driven game. However, FUDGE is up to the task.</p><p></p><p>The mechanics of FUDGE, from the GM's perspective, are exactly like a DM working out what skill a particular action would fall under. There's a bit of fuzziness, but everything can be more or less easily fit into a category. Also, given that the players design their own skills by writing down a list of things they're good at and giving them each a modifier, it means that if the character wants to try something, he's likely got a skill to do it with, and therefore a mechanism to roll against. This makes adjudication on the fly a lot easier, and a GM can literally stat up an entire character in 5 minutes if he needs to. What FUDGE lacks is depth of specifics. If you're into complexity in your rules (or even subsets of rules, like if you want a detailed cyberpunk computer hacking system) you either have to write it yourself or find someone who has done so on the internet and plug it into your system.</p><p></p><p>As far as speed goes, FUDGE does leave D&D in its dust. Combat rounds usually take exactly as long as a player needs to describe what he's doing. However, the results are vaguely defined most of the time, so there's a lot of "fill" required in the narration by the GM to explain what happens in terms of degrees of success, etc. We can get a full 4 hours of play out of 4 hours of game, and a combat usually lasts no more than half an hour if there are many participants. It seems exciting and fast-paced.</p><p></p><p>However, the tactical side of things is a bit fuzzed out. FUDGE seems like it would make for good swashbuckling, but poor special-ops tactical missions. It's also not for beginners. A good GM is necessary.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 2388157, member: 18549"] My experience with rules-heavy vs. rules-light gaming: We've been running a FUDGE sci-fi game using the basic rules plus some of those plug-and-play supplements (eg. a combat system). It's pretty good. Most of what we do is role-playing, although a couple of the members of the group are gun-happy and find any excuse to turn the game into a firefight, which is interesting considering that it was meant to be a more interactive and character-driven game. However, FUDGE is up to the task. The mechanics of FUDGE, from the GM's perspective, are exactly like a DM working out what skill a particular action would fall under. There's a bit of fuzziness, but everything can be more or less easily fit into a category. Also, given that the players design their own skills by writing down a list of things they're good at and giving them each a modifier, it means that if the character wants to try something, he's likely got a skill to do it with, and therefore a mechanism to roll against. This makes adjudication on the fly a lot easier, and a GM can literally stat up an entire character in 5 minutes if he needs to. What FUDGE lacks is depth of specifics. If you're into complexity in your rules (or even subsets of rules, like if you want a detailed cyberpunk computer hacking system) you either have to write it yourself or find someone who has done so on the internet and plug it into your system. As far as speed goes, FUDGE does leave D&D in its dust. Combat rounds usually take exactly as long as a player needs to describe what he's doing. However, the results are vaguely defined most of the time, so there's a lot of "fill" required in the narration by the GM to explain what happens in terms of degrees of success, etc. We can get a full 4 hours of play out of 4 hours of game, and a combat usually lasts no more than half an hour if there are many participants. It seems exciting and fast-paced. However, the tactical side of things is a bit fuzzed out. FUDGE seems like it would make for good swashbuckling, but poor special-ops tactical missions. It's also not for beginners. A good GM is necessary. [/QUOTE]
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