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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="John Morrow" data-source="post: 2390354" data-attributes="member: 27012"><p>OK. I'm the player. I'm deciding what my character might do. I'm a fairly creative person and the chandelier swing is only one of about 20 things I can think of, thus I must repeat this excercise maybe 20 times before I can decide what my character does, and I have to wait for the GM to become available so that I can play the 20 questions game before making my final decision. And that's not even taking into account what happens if someone at the table wants to take issue with the GMs assessment.</p><p></p><p></p><p></p><p>It's not a matter of asking questions but how many questions must be asked. Having to ask 20 questions before deciding what do to involves a lot more overhead and game disruption than asking 2 questions to clarify the scene. And If the GM has drawn out the room on the battle mat and I have a marker with my character, I can figure out on my own how far away the chandelier is, how far up the balcony is, etc. </p><p></p><p></p><p></p><p>No, but I'm more likely to know which skill or attribute I'll be using in a rule-heavy game than a rule-light game (and note that I'm not sure that I'd consider C&C "rule-light" -- I'm thinking more Risus or Fudge). I'm also more likely to know how much damage my character might take if they fall off the chandelier, what it might mean if they find themself standing between 4 opponents if they fall, etc. Remember, I've played both rule-heavy and rule-light games and like rule-light games quite a bit. This is not a hypothetical problem for me. It's a very real problem, one that's driving half the people I role-play with to want more rule-heavy systems like d20 and Hero. </p><p></p><p></p><p></p><p>In the rule-heavy system, I mentally assess the odds for dozens of possible scenarios while the GM is resolving some other player's actions. And it's not the illusion of consistency. In my experience, it really does create a level of consistency and common understanding that you won't find in rule-light games. YMMV. As for "standardizing", rule-light games have their own problems.</p><p></p><p>I'm not trying to say that rule-light games aren't awful. I'm trying to say that rules have their purposes and they aren't all simply illusions.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2390354, member: 27012"] OK. I'm the player. I'm deciding what my character might do. I'm a fairly creative person and the chandelier swing is only one of about 20 things I can think of, thus I must repeat this excercise maybe 20 times before I can decide what my character does, and I have to wait for the GM to become available so that I can play the 20 questions game before making my final decision. And that's not even taking into account what happens if someone at the table wants to take issue with the GMs assessment. It's not a matter of asking questions but how many questions must be asked. Having to ask 20 questions before deciding what do to involves a lot more overhead and game disruption than asking 2 questions to clarify the scene. And If the GM has drawn out the room on the battle mat and I have a marker with my character, I can figure out on my own how far away the chandelier is, how far up the balcony is, etc. No, but I'm more likely to know which skill or attribute I'll be using in a rule-heavy game than a rule-light game (and note that I'm not sure that I'd consider C&C "rule-light" -- I'm thinking more Risus or Fudge). I'm also more likely to know how much damage my character might take if they fall off the chandelier, what it might mean if they find themself standing between 4 opponents if they fall, etc. Remember, I've played both rule-heavy and rule-light games and like rule-light games quite a bit. This is not a hypothetical problem for me. It's a very real problem, one that's driving half the people I role-play with to want more rule-heavy systems like d20 and Hero. In the rule-heavy system, I mentally assess the odds for dozens of possible scenarios while the GM is resolving some other player's actions. And it's not the illusion of consistency. In my experience, it really does create a level of consistency and common understanding that you won't find in rule-light games. YMMV. As for "standardizing", rule-light games have their own problems. I'm not trying to say that rule-light games aren't awful. I'm trying to say that rules have their purposes and they aren't all simply illusions. [/QUOTE]
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