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[+] Rules light RPGs
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<blockquote data-quote="aia_2" data-source="post: 8675011" data-attributes="member: 6800399"><p>I am very curious to get some clarifications about the concept of "light-rule system". I do not hide that I am interested since I am completing a new RPG with a new game system and I wanted to better understand some crucial point about the rule framework.</p><p>Hereby my questions:</p><p>1. What is a rules light exactly? A system which covers many details of the game with plain and easy to play rules or a system which does not cover many aspects of the game? In a nutshell: the lightness is in the learning by heart or in reading fastly because there is not so much to read?</p><p>2. What do you expect from a game where the lightness is merely the absence of game mechanics? (i.e. the second case in the previous point) At the end of the day this will not be light for the GM as he is in charge to invent a sub-system to fill the gaps.</p><p>3. Is the lightness intended for the players only or for both GM and players? </p><p></p><p>The last question is the most important to my eyes as I developed a set of rules heavily unbalanced on the shoulders of the GM... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="aia_2, post: 8675011, member: 6800399"] I am very curious to get some clarifications about the concept of "light-rule system". I do not hide that I am interested since I am completing a new RPG with a new game system and I wanted to better understand some crucial point about the rule framework. Hereby my questions: 1. What is a rules light exactly? A system which covers many details of the game with plain and easy to play rules or a system which does not cover many aspects of the game? In a nutshell: the lightness is in the learning by heart or in reading fastly because there is not so much to read? 2. What do you expect from a game where the lightness is merely the absence of game mechanics? (i.e. the second case in the previous point) At the end of the day this will not be light for the GM as he is in charge to invent a sub-system to fill the gaps. 3. Is the lightness intended for the players only or for both GM and players? The last question is the most important to my eyes as I developed a set of rules heavily unbalanced on the shoulders of the GM... :rolleyes: [/QUOTE]
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