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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2390609" data-attributes="member: 9391"><p>See, that makes me understand the argument. My priorities are different, so I don't agree with it, but I understand it. I'm happy.</p><p></p><p>It seems this kind of play emphasizes consistency for two reasons:</p><p></p><p>- Impartiality, because the game is about overcoming challenges, and to feel that the accomplishment of overcoming them is earned, they should be consistent.</p><p></p><p>- Plausibility, because we're imagining this invented world, and it should be pre-planned so as to give the feel that it's a living place that would still exist if the PC's weren't there.</p><p></p><p>Can anybody help me out as to whether those are common objectives that rules-heavy people would want to strive for?</p><p></p><p>If so, that helps me understand. Those are laudable goals if you prefer them, but they're not a part of the way I play at all.</p><p></p><p>For instance, there's absolutely no focus on mechanically balanced, objective challenges at all in our games. We have difficulties to overcome, but typically challenges are there for us to force characters to make meaningful choices. (Believe me, it's not just telling stories around a campfire. Characters face adversity, and a player can't just make the story come out how they want to.)</p><p></p><p>On simulating reality, it's a little more complicated. Plausibility is important. We deal with a lot of exploration of character, so that a poorly thought-out NPC would stick out as badly as a 10'x10' room with a dragon would for other people. But our physical locations are just sets. We still use rules, but we work backward from the difficulty involved to describe the situation. </p><p></p><p>I know people think that's hippy-dippy, and not roleplaying, but it works for us. Amusingly enough, I'm considered the "rules-heavy" guy in my game. That's because the co-GM would rather use a system that is a page long, and I'm lobbying to extend it to five pages. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2390609, member: 9391"] See, that makes me understand the argument. My priorities are different, so I don't agree with it, but I understand it. I'm happy. It seems this kind of play emphasizes consistency for two reasons: - Impartiality, because the game is about overcoming challenges, and to feel that the accomplishment of overcoming them is earned, they should be consistent. - Plausibility, because we're imagining this invented world, and it should be pre-planned so as to give the feel that it's a living place that would still exist if the PC's weren't there. Can anybody help me out as to whether those are common objectives that rules-heavy people would want to strive for? If so, that helps me understand. Those are laudable goals if you prefer them, but they're not a part of the way I play at all. For instance, there's absolutely no focus on mechanically balanced, objective challenges at all in our games. We have difficulties to overcome, but typically challenges are there for us to force characters to make meaningful choices. (Believe me, it's not just telling stories around a campfire. Characters face adversity, and a player can't just make the story come out how they want to.) On simulating reality, it's a little more complicated. Plausibility is important. We deal with a lot of exploration of character, so that a poorly thought-out NPC would stick out as badly as a 10'x10' room with a dragon would for other people. But our physical locations are just sets. We still use rules, but we work backward from the difficulty involved to describe the situation. I know people think that's hippy-dippy, and not roleplaying, but it works for us. Amusingly enough, I'm considered the "rules-heavy" guy in my game. That's because the co-GM would rather use a system that is a page long, and I'm lobbying to extend it to five pages. :) [/QUOTE]
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