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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2392428" data-attributes="member: 9391"><p>Apart from the lengthy debate about AD&D 1e (which might have some relevance to this thread that escapes me), what I've taken from the last few pages is this:</p><p></p><p>Groups should use a rule system that supports their preferences and expectations. In addition, that system will often be shaped or "drifted" to bring it closer still to their preferences.</p><p></p><p>That's pretty straightforward. But what it make me realize is that we don't really have a good way of talking about what those expectations are. Now that I get it, I can see this kind of thing come up in house rules discussions, anytime people start debating "battlemat vs. no battlemat", and certainly in the C&C arguments. </p><p></p><p>Very few people play 100% RAW. Whether you're adding house rules to a system, ignoring rules in the book, or even adding a splatbook, you're shaping the system to match your needs. </p><p></p><p>So how can we as gamers communicate those needs (especially within a group, which is the only place it really matters) rather than by debating the raw materials (like game systems and rules complexity)?</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2392428, member: 9391"] Apart from the lengthy debate about AD&D 1e (which might have some relevance to this thread that escapes me), what I've taken from the last few pages is this: Groups should use a rule system that supports their preferences and expectations. In addition, that system will often be shaped or "drifted" to bring it closer still to their preferences. That's pretty straightforward. But what it make me realize is that we don't really have a good way of talking about what those expectations are. Now that I get it, I can see this kind of thing come up in house rules discussions, anytime people start debating "battlemat vs. no battlemat", and certainly in the C&C arguments. Very few people play 100% RAW. Whether you're adding house rules to a system, ignoring rules in the book, or even adding a splatbook, you're shaping the system to match your needs. So how can we as gamers communicate those needs (especially within a group, which is the only place it really matters) rather than by debating the raw materials (like game systems and rules complexity)? [/QUOTE]
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