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Monte on Logic in RPGs
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<blockquote data-quote="Dausuul" data-source="post: 5938033" data-attributes="member: 58197"><p>This is a tricky question, because IMO it isn't as simple as "rules-heavy" versus "rules-light." A rules-light game can be an enormous burden on the GM who has to adjudicate everything on the fly, not to mention frustrating for players who have trouble figuring out what their PCs can do.</p><p></p><p>I think a better way to view it is this: Every game has a GM who is capable of independent thought and judgement. This is a powerful resource. But it is also a finite resource; the GM only has so much time and mental energy to spend on adjudication. Therefore, it is the task of the game designer to build a system that uses the GM's talents to greatest effect. That means applying that resource in a focused, efficient way, in the places where it will yield the most benefit.</p><p></p><p>In particular, the GM should not be called upon to arbitrate routine events. In a D&D-style heroic fantasy game, when a player swings an axe at an orc with intent to kill, no special circumstances in evidence, the rules should handle that without either GM or player having to do anything but work the numbers and roll the dice. It's when the player wants to backflip off a cliff, catch hold of a vine on the way down, swing across a chasm, swing her axe to knock over a stone idol on the far side, and then swing back before the falling idol hits the bottom, that the GM should get involved. </p><p></p><p>But even then, a good system will provide both GM and players with a framework to build on. As others have pointed out, RPG players are very vulnerable to Hammer-Related Nail Observance Syndrome. If the rules tell you exactly how to whack an orc with an axe, and offer not so much as a hint on the backflip-vine-swing-idol-knock-swing-back maneuver, you won't see much of the latter.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5938033, member: 58197"] This is a tricky question, because IMO it isn't as simple as "rules-heavy" versus "rules-light." A rules-light game can be an enormous burden on the GM who has to adjudicate everything on the fly, not to mention frustrating for players who have trouble figuring out what their PCs can do. I think a better way to view it is this: Every game has a GM who is capable of independent thought and judgement. This is a powerful resource. But it is also a finite resource; the GM only has so much time and mental energy to spend on adjudication. Therefore, it is the task of the game designer to build a system that uses the GM's talents to greatest effect. That means applying that resource in a focused, efficient way, in the places where it will yield the most benefit. In particular, the GM should not be called upon to arbitrate routine events. In a D&D-style heroic fantasy game, when a player swings an axe at an orc with intent to kill, no special circumstances in evidence, the rules should handle that without either GM or player having to do anything but work the numbers and roll the dice. It's when the player wants to backflip off a cliff, catch hold of a vine on the way down, swing across a chasm, swing her axe to knock over a stone idol on the far side, and then swing back before the falling idol hits the bottom, that the GM should get involved. But even then, a good system will provide both GM and players with a framework to build on. As others have pointed out, RPG players are very vulnerable to Hammer-Related Nail Observance Syndrome. If the rules tell you exactly how to whack an orc with an axe, and offer not so much as a hint on the backflip-vine-swing-idol-knock-swing-back maneuver, you won't see much of the latter. [/QUOTE]
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