d20Dwarf
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Bretbo said:I realize I know spit about game design.
This may be a first in the history of RPGs. I vote this post be enshrined in the RPG Hall of Fame.
Bretbo said:I realize I know spit about game design.
Gentlegamer said:Snow, perhaps you also object to the title "Game Master." Would you feel more comfortable with "Game Custodian" or "Game Trustee" . . . ?![]()
Nathal said:Doesn't the rules light v. heavy debate hold some weight when talking about introducing the game to younger audiences? Wasn't that the reason for having a "basic" and "advanced" game? Yes, I'm aware of the Arenson/Gygax reasons for splitting the two games dramatically, but I don't know that I would have stayed with the hobby if I picked up anything other than the Basic Set in 1983. I was about 10...that beautiful red box set was perfect for kids, and it was definitely "rules light".
RyanD said:I believe strong GM power is a key to the attraction of most rules lite game systems.
Sammael said:My view is completely opposite; from my experience, Monte's mechanics usually aren't well-balanced at all, but his descriptive writing is superb. He has cool ideas for mechanics, but I find the execution... lacking.
Joshua Randall said:What could the rules themselves do to make the DM's job easier? Or is this not something the rules can be bent to, but rather something dependent upon various DM aids such as pre-gen'd NPCs, complete tactics for monsters (as was attempted in the 3.5 version of the MM), or the use of a computer at the game table.
JohnSnow said:I submit that any game where things are in writing is going to be more consistent than one in which they are not. As a player, that consistency helps fuel my impression of the gaming world as a real place, operating under normal rules (albeit different ones than the "real world"). The more rules-light a game is, the more it sacrifices by-the-book consistency for simplification. That's a choice they make ON PURPOSE by removing rules. As a player, I have more faith in my GM to be consistent if he has more of his world's rules written down, whether by the game or ones he writes himself.
Is the GM the ultimate arbiter of consistency? Sure. But don't players have the right to expect certain actions to be resolved the same way every time? As a GM, the onus of consistency is on me to the extent that it's not covered by the rules. That's an enormous burden to carry. Some piece of it is inevitable, but minimizing that burden should be the goal of a rule system. Some GMs shoulder that burden easily.
But any GM who doesn't realize that he's under that burden is really saying "So what if I'm inconsistent?" And that GM is not providing a consistent world for his players. It might still be fun, especially if the GM excels at other aspects of the roleplaying game experience, but it's not going to be AS fun.
JohnSnow said:I disagree. It's not an illusion. Obviously the GM has absolute power during the game, but in a game that covers more situations with stated guidelines (and that's how I see most of the "complex" 3e rules - elaborate guidelines that are intended to make the game more consistent), the players can hold their DM accountable for his squidgy rulings in those areas. If he makes no squidgy rulings, all is well. If he does, he can either a) correct things so that he makes fewer of them in the future, or b) choose to keep making squidgy rulings which will eventually cost him players.
In a rules-light game, that element of accountability is utterly absent. Player's choices are entirely dependent on what the GM chooses to allow, unless it's covered by the rules. That's an enormous distinction. If the GM chooses to arbitrarily change the rules and limit a player's choices, that's his prerogative, but then he's running a rules-heavy game as a rules-light one. But at least the player has some idea of the consequences of his actions.
Would Torg qualify? I never played it, but I think the card system let players force the GM into all kinds of rules and plots.woodelf said:I think your lack of experience with rules-lite RPGs is showing. Because there are plenty of RPGs out there that are both rules-lite, and give the GM *less* power than in a game like, say Fading Suns. They do this by giving the rest of the players *more* power than most other RPGs--in fact, i'll go out on a limb and say that some of them give the players more power than it is *possible* for the players to have in a high-crunch game (except by explicitly voiding much of the crunch).
You are right, they were the wrong choice of words. I was a little too worked up when I posted that message and should have calmed down first. It just frustrated me because of my past experiences with DMs. I am sorry for saying them. They were not aimed at you at all.fredramsey said:My only problem was the choice of rather combative words:
"Essentially, all I see here is DMs who are so full of themselves that they believe they never make mistakes or that their players are too dumb to notice the mistakes."