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Okay we have rules lite games any rules moderate games?
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<blockquote data-quote="SWBaxter" data-source="post: 3091383" data-attributes="member: 27926"><p>This is an example of how subjective the definitions are, I wouldn't consider any of those light. To me, something like <em>Feng Shui</em> is on the outer edges of what I consider light, and that's at least an order of magnitude lighter than any of the three you mention. Since you do consider those three light, then I have a hard time conceiving of any currently published game that'd count as heavy. The current heavyweights such as <em>D&D, Hero, GURPS</em>, and similar games are not extraordinarily more complicated than those three, basically they have more character generation/advancement options but in play they still hum along pretty well in the hands of a group that's somewhat familiar with the rules so they fit your medium criteria. You'd have to go back to games like <em>Aftermath</em> or 1st edition <em>Chivalry and Sorcery</em> to find something really heavy.</p><p></p><p>IMHO, game design has come quite a long way, in that even games with a lot of rules generally do a good job of streamlining play. The light/heavy distinction doesn't have a lot of utility to me any more, I find it more useful to think of games as tightly vs. broadly focused, or setting-specific vs. setting-neutral, or player-fiat vs. GM fiat.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 3091383, member: 27926"] This is an example of how subjective the definitions are, I wouldn't consider any of those light. To me, something like [i]Feng Shui[/i] is on the outer edges of what I consider light, and that's at least an order of magnitude lighter than any of the three you mention. Since you do consider those three light, then I have a hard time conceiving of any currently published game that'd count as heavy. The current heavyweights such as [i]D&D, Hero, GURPS[/i], and similar games are not extraordinarily more complicated than those three, basically they have more character generation/advancement options but in play they still hum along pretty well in the hands of a group that's somewhat familiar with the rules so they fit your medium criteria. You'd have to go back to games like [i]Aftermath[/i] or 1st edition [i]Chivalry and Sorcery[/i] to find something really heavy. IMHO, game design has come quite a long way, in that even games with a lot of rules generally do a good job of streamlining play. The light/heavy distinction doesn't have a lot of utility to me any more, I find it more useful to think of games as tightly vs. broadly focused, or setting-specific vs. setting-neutral, or player-fiat vs. GM fiat. [/QUOTE]
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