d4 said:
i think the telling thing here is that although there may be quite a number of "rules-light" systems out there, it seems that the fewer "rules-heavy" ones get played more. perhaps that suggests that while, on average, roleplaying game designers prefer "rules-light", roleplaying game players prefer "rules-heavy"? i don't know if that's necessarily a fair assessment to make, however, considering D&D namebrand recognition and consequent large percentage of players (especially new players). (in other words, are all those people playing D&D because they enjoy it better than they would other systems, or because they simply haven't heard of other systems?)
I agree: the current population of RPers seems to prefer more rulesy systems. OTOH, there's a significant fraction that gets further and further to the rules-light end of the spectrum as they get more experienced (look at the Forge, frex, where the balance is skewed the other ways: dozens of very-rules-light games, played by lots of people, and then The Riddle of Steel, quite popular, but probably the only rules-heavy (or maybe rules-medium--haven't had a chance to read it for myself) game in regular play/discussion there). A more important concern to me, however, stems from my experiences with getting "non-roleplayers" into RPGs. Namely, by college age, most people seem to have at least heard of RPGs (at least in the form of D&D), and a significant portion of those who don't play them have actually tried them or acquired enough 2nd-hand info to make a semi-informed decision to reject them. Especially in this latter group (those who've rejected RPGs), my success rate (and, from what i've heard, the success rates of many others) is pretty much 0 with games as complex as Storyteller or D&D3E or more. Contrariwise, about half the people i introduce with a rules-light game get hooked, and another third decide they like RPGs but not enough to make them a regular happening. Which leads me to a hypothesis (that several others have put forth independently): There is a large untapped market for RPGs that specifically rejects the D&D-esque RPG experience, rather than the more-general RPing experience. "D&D-esque" in this context has two meanings: First, it refers to the fact that for a lot of the non-RPers, D&D is the only RPG they are at all familiar with. Second, it refers to the fact that most (all?) of the major-selling RPGs are of a similar model and complexity to D&D, mechanically, so even a moderate familiarity won't change the perceptions. Both of these factors combine to lead those unfamiliar with RPGs to assume that specific elements of these games (complex, detailed, mathematical, simulation-/game-driven) are inherent to the RPG form. Therefore, it doesn't occur to the outsider that doesn't enjoy one RPG (whetherfrom description, reading, or playing) that it might not be "RPGs" they dislike, but the specifics of the game they played. [Most can recognize that the genre/setting might be the issue, if they are, because of familiarity with the notion of genre/setting in other media (movies, books, TV). But to recognize the mechanical element, you have to first equate "RPG" with "sport" (of which there are many varieties) rather than "baseball" (within which variance is fairly narrow)--and since RPGs are generally seen as a small subcategory of "game", most tend to see it the same way they would "Monopoly"--sure, there are dozens of variations, but they're all pretty much the same game with different pictures on the board.] I personally suspect that D&D is reaching an asymptotic limit in terms of market saturation: there are only so many people who can be interested in the activity, and a significnt fraction of them already know about it and are playing. To get more players beyond that point is going to require appealing to those who have rejected D&D, rather than those who play it but are dissatisfied with it. And, to the degree that my experiences are valid, that's gonna mean something fairly different from D&D--and probably something that won't appeal to those who play most current popular RPGs.
Oh, i should add that i, too, fell victim to this at one point. That is, i played RPGs for nearly a decade before i found the right games for me. And, i might add, during this period i read every RPG review and RPG ad in Dragon, and just about every article, regardless of game system--back when it wasn't a house organ but pretty much *the* RPG magazine, with lots of content for lots of systems. My personal bugaboo was combat--i always hated combat in RPGs. Or, at best, tolerated it. I'd usually play combat-incapable characters (to the degree the system would allow it) and skip it altogether. As a GM, i could at least improvise large portions of it, and that helped a bit. But i still felt obligated to play by the same rules as the players, and roll all the dice, and only fudge when necessary. Over the years, i grew increasingly dissatisfied with AD&D, especially the combat, and all the houserules and options and Dragon articles weren't helping. And it's not like i was only familiar with (A)D&D--i'd played or run Twilight: 2000, Marvel Super Heroes (the only game under which combat was tolerable), Talislanta, Rolemaster, Top Secret, Top Secret/SI, Star Frontiers, Boot Hill, and probably some others i'm forgetting. You'll note that, with the exception of MSH, those are all pretty similar games mechanically--and even with MSH we pretty much played it the same way, completely missing the playstyle written into the rules. And it never occurred to me that there was another way to play, despite my dissatisfaction with things, because of my "broad" experience and the similarity of all the games i'd tried. Even the games i read about in Dragon (such as in reviews) seemed the same to me. In hindsight, i probably would've loved Star Wars [D6], but i don't think i could conceive that the system would be enough different to make a difference. Ars Magica was a breakthrough for me, revealing a whole new playstyle that had never occured to me. But it only partly solved the combat problem--combats were less common due to the scenarios we used and over quicker due to the higher lethality. I still didn't enjoy them, they just took less of the play time. Then, i read about this new game called Over the Edge. Some combination of te review and the fact that it was written by one of the co-authors of Ars Magica got me to special order it sight-unseen. It was a conceptual break-through for me. Specifically, the optional gestalt combat system. Roll the dice once and determine the eventual general result (degree of success/failure). Then narrate the combat--no dice, no numbers, no stats, no hit points, just narration. Suddenly, combat was fun. Not because i won more, but because the fight wasn't interrupted or bogged down by the mechanical resolution. So, if i could play numerous RPGs (not all from one publisher), some of them relatively cutting-edge (MSH and Ars Magica, both when newish), and read about dozens more (including the mechanical insights gained from reading articles for them), and religiously read Dragon articles on how to GM/play the game (which really *were* quite good), and spend considerable effort on houserules, and play with numerous groups, and still be conceptually trapped into one model of what an RPG is, i don't think it's at all unreasonable to think that those who've only had cursory exposure to a couple sessions of one game system with one group might make the same mistake. It's also easy for me to see how someone could thus mistakenly reject RPGs--if my disenjoyment of combat had been a bit stronger, or i'd been the player (rather than GM) in a game that had more combat, or i hadn't enjoyed the other aspects so greatly--or i'd been interested in sports or some other time-sucking group activity--i might've given up before i found a solution, rather than continually trying to fix the game experience.
thanks for the extended explanation of Trollbabe. it doesn't sound like my cup of tea but the design intent is intriguing. one thought: it seems (from your admittedly brief description) that so much decision-making has been taken out of the GM's hands into the players' that it could almost be played without a GM at all. interesting.
Probably. I haven't read it closely, so i don't know if it advocates this. It does appear to use one-player, one-GM play, rather than group play, as its baseline.
one question, woodelf: in what way would you say AD&D2e was more "narrativist" than 3e? you mentioned that earlier, and i can't think of anything off of the top of my head myself. which elements were you thinking of?
The short version is, AD&D2 didn't have much support for narrative playstyles. Rather, it simply had a lack of opposition to them. In several areas, it simply failed to provide a gamist interpretation (or, really, any interpretation) for a chunk of rules, thus leaving the group free to do whatever they wanted, including handle it more narratively. In a few areas, it was similarly pretty much rules-less, but encouraged a narrativist solution by what text *was* there. I've got to go do some other stuff, so i'll stick to two very cursory examples.
Combat: By having a fairly abstract system, without the tactical detail of D&D3E (or GURPS, to take a contemporary), it allowed you to more easily fill in the gaps in a narrative style, if you so chose. I know the groups i was in generally played the combat sto what was cool, rather than realistic or within the character's capabilities--not that we radically ignored character stats, but just that we'd shade in the direction of the dramatically-satisfying, and the looser framework game us more room to do this than D&D3E does. (see the "I like 3E, but i miss..." thread for a great example of this, relating to the movement/action rules.)
Magic item creation: There basically wasn't a system for it. However, if you actually read what *is* there, you'll note that it speaks in fairyl dramatist lingo: it talks about using quests for mystical ingredients, and talks as much or more about the RPing/story opportunities such a quest provides, than about the importance of "proper" ingredients (simulation) or an appropriate challenge (game). Spell creation is much the same way, with just cursory nods to gamism (must spend X money during the research) and simulationism (must have a lab--though the rules don't actually go into anything about what should/must be in that lab--it's really just a gamist money sink).