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Rules Light Games: Examples and Definitions
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<blockquote data-quote="pemerton" data-source="post: 7526987" data-attributes="member: 42582"><p>I agree with [MENTION=6688937]Ratskinner[/MENTION] that d20 is not light.</p><p></p><p>I've never played Fate but I'ver read the Fate Core book and it gives me a vibe of being, in play, comparable in heaviness to MHRP/Cortex+ Heroic, which I've played quite a bit and wouldn't call light.</p><p></p><p>I've played a fair bit of Classic Traveller recently and it can move at a pretty quick pace, but I think it has too many subsystems to count as light.</p><p></p><p>Two systems I've played recently that I would count as light are Prince Valiant and Cthulhu Dark. In the latter PC build can literally take place while opening up a packet of snacks - choose a name and an occupation (where "occupation" has the real world meaning of choosing a job, not choosing a PC option from a list). Resolution is very straightforward, based on a pool of 1 to 3 dice with the highest die in the pool counting plus bad things happening if the Sanity die is in the pool and comes up highest.</p><p></p><p>PC build in Prince Valiant takes more like 10 minutes - choose name, archetype and description; allocate 7 points across two stats; then choose six skills from a fairly short list and allocate 9 points across them; then get your basic equipment package (for archetypes that the GM and player are making up themselves, this will have to be extrapolated from the examples for the archetypes in the rulebooks). Resolution is coin-based (heads are successes) though we use dice instead (evens are successes) - pools sometimes get to double-digits in size but counting out the evens doesn't take long. Checks are either opposed or against a GM-set DC. It's versatile, resolution is quick, and the game moves at a good pace.</p><p></p><p>To go back to [MENTION=6688937]Ratskinner[/MENTION]'s post, I think <em>lists</em> are a big thing in the "lightness" or otherwise of a RPG. Cthulhu Dark has no lists. Prince Valiant has one list (skills) and one quasi-list (equipment, but you can basically just make this up - it's not a part of the game as it would be in (say) an AD&D game).</p><p></p><p>Resolution subsystems are the other thing I would point to. Cthuhlu Dark has none. Prince Valiant has a handful - for archery, for healing, for mass combat, for charging with a lance. (And that last one is very simple.) This can be compared to (say) AD&D or 5E, where many spells are each their own little subsystem, and many players have access to many spells. Or MHRP/Cortex+ Heroic, where each power set brings it own bundle of subystems built into its SFX.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7526987, member: 42582"] I agree with [MENTION=6688937]Ratskinner[/MENTION] that d20 is not light. I've never played Fate but I'ver read the Fate Core book and it gives me a vibe of being, in play, comparable in heaviness to MHRP/Cortex+ Heroic, which I've played quite a bit and wouldn't call light. I've played a fair bit of Classic Traveller recently and it can move at a pretty quick pace, but I think it has too many subsystems to count as light. Two systems I've played recently that I would count as light are Prince Valiant and Cthulhu Dark. In the latter PC build can literally take place while opening up a packet of snacks - choose a name and an occupation (where "occupation" has the real world meaning of choosing a job, not choosing a PC option from a list). Resolution is very straightforward, based on a pool of 1 to 3 dice with the highest die in the pool counting plus bad things happening if the Sanity die is in the pool and comes up highest. PC build in Prince Valiant takes more like 10 minutes - choose name, archetype and description; allocate 7 points across two stats; then choose six skills from a fairly short list and allocate 9 points across them; then get your basic equipment package (for archetypes that the GM and player are making up themselves, this will have to be extrapolated from the examples for the archetypes in the rulebooks). Resolution is coin-based (heads are successes) though we use dice instead (evens are successes) - pools sometimes get to double-digits in size but counting out the evens doesn't take long. Checks are either opposed or against a GM-set DC. It's versatile, resolution is quick, and the game moves at a good pace. To go back to [MENTION=6688937]Ratskinner[/MENTION]'s post, I think [I]lists[/I] are a big thing in the "lightness" or otherwise of a RPG. Cthulhu Dark has no lists. Prince Valiant has one list (skills) and one quasi-list (equipment, but you can basically just make this up - it's not a part of the game as it would be in (say) an AD&D game). Resolution subsystems are the other thing I would point to. Cthuhlu Dark has none. Prince Valiant has a handful - for archery, for healing, for mass combat, for charging with a lance. (And that last one is very simple.) This can be compared to (say) AD&D or 5E, where many spells are each their own little subsystem, and many players have access to many spells. Or MHRP/Cortex+ Heroic, where each power set brings it own bundle of subystems built into its SFX. [/QUOTE]
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