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Rules Light Games: Examples and Definitions
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<blockquote data-quote="Ratskinner" data-source="post: 7526938" data-attributes="member: 6688937"><p>I would second Old School Hack, its very tight and plays very D&D-like without even as much mechanical overhead as Dungeon World. I wish the game had gotten more complete treatment, but if you're working up your own rules, it shouldn't be too hard to expand upon.</p><p></p><p>Other games that I would toss out <a href="http://www.museoffire.com/Games/index.html" target="_blank">Capes</a> and <a href="http://bullypulpitgames.com/games/fiasco/" target="_blank">Fiasco</a>. Although both push the definition of "role playing game". There's also <a href="https://www.drivethrurpg.com/product/83854/Dread" target="_blank">Dread</a>. Additionally, many of the Powered by the Apocalypse Engine games are actually pretty light, IMO.</p><p></p><p>I love Fate, but I think its just on the edge of what I would call "light", and some of the published implementations actually cross over that line for me. (naturally a matter of taste.)</p><p></p><p>I'm okay with what folks call "meta" mechanics, so I think "light" games that utilize them are acceptable if not preferable, whereas others wouldn't. I'm a bit leary of games that are "light" but are really just typical games that replace equipment/spell lists with instructions on how to do your own (and yet still leave a "hole" in the system that you need to fill). Its not completely disqualifying for me, but its one thing I look at carefully. There are a ton of "indie" games that basically strip down D20 this way. I think Fate handles this well, because you only need to define the elements of those "listy" things when they will be dramatically/narratively important. </p><p></p><p>Honestly, since the advent/dominance of a singular resolution mechanic, many games are fairly "light" in their core mechanics. However, the devil is in all the details added by those listy things. I think the recent editions of D&D are good good examples of this. The basic D20 mechanics aren't very heavy at all, but when you add all the different spell effects, maneuvers, conditions, etc. the system gets very heavy in play. (Even without those, the specificity of the movement rules would make D&D fairly heavy.) This is why Fate is on the line for me. The core mechanics are actually a bit <em>more</em> complicated than D20 and involve more decision points for players on each turn. However, by avoided all the "listiness", it plays much more lightly than D&D. (At least IME, IMO, etc. etc.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7526938, member: 6688937"] I would second Old School Hack, its very tight and plays very D&D-like without even as much mechanical overhead as Dungeon World. I wish the game had gotten more complete treatment, but if you're working up your own rules, it shouldn't be too hard to expand upon. Other games that I would toss out [URL="http://www.museoffire.com/Games/index.html"]Capes[/URL] and [URL="http://bullypulpitgames.com/games/fiasco/"]Fiasco[/URL]. Although both push the definition of "role playing game". There's also [URL="https://www.drivethrurpg.com/product/83854/Dread"]Dread[/URL]. Additionally, many of the Powered by the Apocalypse Engine games are actually pretty light, IMO. I love Fate, but I think its just on the edge of what I would call "light", and some of the published implementations actually cross over that line for me. (naturally a matter of taste.) I'm okay with what folks call "meta" mechanics, so I think "light" games that utilize them are acceptable if not preferable, whereas others wouldn't. I'm a bit leary of games that are "light" but are really just typical games that replace equipment/spell lists with instructions on how to do your own (and yet still leave a "hole" in the system that you need to fill). Its not completely disqualifying for me, but its one thing I look at carefully. There are a ton of "indie" games that basically strip down D20 this way. I think Fate handles this well, because you only need to define the elements of those "listy" things when they will be dramatically/narratively important. Honestly, since the advent/dominance of a singular resolution mechanic, many games are fairly "light" in their core mechanics. However, the devil is in all the details added by those listy things. I think the recent editions of D&D are good good examples of this. The basic D20 mechanics aren't very heavy at all, but when you add all the different spell effects, maneuvers, conditions, etc. the system gets very heavy in play. (Even without those, the specificity of the movement rules would make D&D fairly heavy.) This is why Fate is on the line for me. The core mechanics are actually a bit [I]more[/I] complicated than D20 and involve more decision points for players on each turn. However, by avoided all the "listiness", it plays much more lightly than D&D. (At least IME, IMO, etc. etc.) [/QUOTE]
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