Sorry - I think the point was missed...

JohnSnow said:
All of this is totally off Ryan's original point that, based on his observations, and in contradiction to his OWN anecdotal experiences, rules-light games did not actually PLAY any faster. You can scream that it doesn't match your experiences until you're blue in the face, but until someone produces an observational study with different data, I'm going to accept that Ryan is accurately reporting his findings. If that was the case and it doesn't match the body of anecdotal experience, then someyhing is screwy and should be investigated.
Well, that's why all these threads started. People went, "Wait a minute, that doesn't match our experiences at all."

As we got more information, it was determined that this was done before the release of D&D 3.0, which is before most of the rules-light systems any of us could think of were published. No information was forthcoming on what games actually were used, what the control variables, etc. And a separate thread came to the conclusion that none of us could think of a way that such a study could be conducted in a way that'd provide useful data.
 

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greywulf said:
A lot of "Rules-light" games are a myth; they don't simplify at all. FUDGE is a good case in point. The rules are simple, straightforward, and very streamlined. It also demands a LOT of work from the GM before a game can even be run. I've been there, done that.
Fudge is actually a very bad case in point. Fudge is not a game, it is a toolbox for making a game. In this regard, it's pretty unique. Nevertheless, this "lot of work from the GM before it can be run" is completely irrelevant for this discussion. Here only matters, how the game plays after it's ready. And a Fudge game can be rules-light or rules-medium, depending on what the creator of the actual game cobbled together. Bad example ;).
 

JohnSnow said:
I realize that most rules-light games contain a resolution mechanic, but they gloss over what I consider to be relevant details. As an example, I'm sorry, but no amount of argument is going to convince me that an RPG doesn't need some way to model some characters being better than others (with roughly the same degree of experience) at two-weapon-fighting as a combat style. C&C, as an example, lacks such a rule. Instead, the designers tell me I should "make stuff up" if I want it in my game and they haven't included it. Well, I'm sorry, but I thought that's what I was paying them for: a mostly complete game (not totally accurate for C&C, since I didn't pay for it, but rather got it as a gift, but still ;)).
But that's just C&C. I'd like to repeat the question by Sweeney Todd what kind of rules-light RPGs you actually played, just to get an idea what you are explicitly talking about. Okay, one such game is C&C. Many other rules-light games would not have a problem with your example. In Heroquest, just write on your character sheet "Wield two weapons 17" or something along these lines, and if you want to be a DEX-based fighter-thief, you could implement that with a few keywords, too. Does it make a mechanical difference in later play? Not always. If every character (role-)plays according to his character, the applied modifiers during a conflict will be similar; of course, your two-weapon fighting would only apply when appropriate and not in a drinking contest. Anyway, I don't think you'll like it ;).
 
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SweeneyTodd said:
In a game that uses more abstract conflict resolution like HeroQuest, a fight might be resolved in one roll. But the player isn't just deciding "How do I fight", but "Do I fight at all, and why?" In games where the resolution mechanisms are more abstract, the mechanics are still a tool to make these meaningful decisions. I personally find that a lot more interesting than deciding whether to Grapple or Bull Rush a guy the GM has dictated I have to fight.

You know, it's funny. This touches on the old "roleplaying" vs. "roll-playing" discussion. You're essentially saying that these games still have player choice, but as you describe it, those choices are predominantly roleplaying ones with story, rather than mechanical, impact. If I choose to talk rather than fight, my choice has no mechanical effect, unless there are complicated social rules, but I detest "social interaction rolls" (except for their value in helping a less charismatic player play a charismatic character, if he wants to do so).

My side of this debate is arguing that if you cut down on the mechanics to deal with situations that ought to be dealt with mechanically, there are fewer player choices. That's true. You have just as much "roleplaying" freedom with more mechanics as you do with less. The mechanics don't prevent the story side of the game from happening. In fact, they don't touch it at all, they just add on to it. As an aside, I'll add that I am sympathetic to GMs with limited prep time who find that coming up with mechanics takes away from their ability to develop the story side of the game. But to me, that means that the game needs more aids for GM prep, not fewer rules.

If I'm GMing, I can describe a detailed combat with story elements that mechanically is nothing more than "swing-miss-swing-hit-swing-hit-swing-miss." I can also describe a detailed combat with story elements that derive from the mechanical ones. Personally, I prefer deriving the story from mechanical elements when the mechanics come first rather than making up the story elements, with little mechanical guidance. But I freely concede that's not everyone's preferred way of gaming.

Turjan said:
Does it make a mechanical difference in later play? Not always. If every character (role-)plays according to his character, the applied modifiers during a conflict will be similar; of course, your two-weapon fighting would only apply when appropriate and not in a drinking contest. Anyway, I don't think you'll like it .

I'll describe my preferred style of play: Story first, followed by mechanics when the story comes first (as it does, or should, in world-building and character creation). When I make a character, I work from a character concept towards mechanics, not the other way around. However, if I come up with the concept, and there's no way to represent it mechanically, I get frustrated.

However, it's mechanics first, followed by story when the mechanics impact the story (conflict and challenge resolution). If my choices have no mechanical impact, they're not choices that are relevant to the conflict resolution. I also like variety, where the choices I make give me a different toolkit to play with. It keeps the game interesting and is something that I like in addition to the roleplaying elements of a character. That's how I like to game.

If there is no rules-impact, why have the distinction between characters at all? Their differences are entirely in your imagination. I just don't get it. And you're probably right, as you describe it, I doubt I'd like HeroQuest.

My rules-lighter experiences include the various flavors of D&D pre-3e and a game my friend made up that had a simple and straight-forward resolution system akin to the kind people are describing. My friend was a good designer and storyteller and his game often relied on common sense to handle conflict resolution.

I'll also add that I'm an amateur improv actor at the Ren Faire, so I don't get my roleplaying "fix" entirely from RPGs. Ergo, I separate and draw a distinction between "roleplaying" and "roleplay-gaming." The former is what I do at the Faire, the latter is what I want to do on a weekday evening.

And I still maintain that the only thing a game can supply that truly aid roleplaying are guidelines for getting into character, not actual rules. Obviously, for those players for whom rules are a hindrance to their creativity, they're not getting much from rules. But game companies selling flavor text with simple rules are really selling flavor text, not rules.

Make sense?
 
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Turjan said:
Fudge is actually a very bad case in point.....

Not necessarily. The rules themselves are extremely light, though I take your point that as a meta game, FUDGE more than anything is open to scope to be as simple or as complex as required. Mayba a "better" example of the extreme end of rules-light would be TOON, perhaps :)

I was thinking in terms of "the whole rules can fit onto one sheet of paper" being "light" and "can barely fit into three books" being "heavy".
 

Ack, I lost a post because the boards are flaking out. That'll teach me to be so wordy.

I went into conflict resolution vs. task resolution, and how I think conflict resolution mechanics make social conflict being part of system vs. "roleplaying" a lot more palatable, but I'm not going into all that again.

I did want to say that I agree with you on this point: System should provide for players to make meaningful decisions. Those decisons have an uncertain outcome (as risk and a possibility of failure are desired), but the outcomes are weighted by the decisions the players make.

Where we differ is where we want system to apply (I'm comfortable with it being used for any conflict, not just the physical) and the level of abstraction (I prefer resolving entire conflicts rather than individual tasks within them). Those are just preferences, which means we agree, pretty much. Cool! :)
 

JohnSnow said:
However, it's mechanics first, followed by story when the mechanics impact the story (conflict and challenge resolution). If my choices have no mechanical impact, they're not choices that are relevant to the conflict resolution. I also like variety, where the choices I make give me a different toolkit to play with. It keeps the game interesting and is something that I like in addition to the roleplaying elements of a character. That's how I like to game.

Perhaps, it was a bit confusing what I wrote. Of course, your choices make mechanical differences. If you have some keyword like 'two-weapon fighting 17', you will be able to use it as an augment during a fight, and you won't be able to use it as an augment during some shouting contest.

Sweeney Todd's combat example with the task resolution in a single die roll was just an example for a choice you have. If you think the combat is some climactic point in your session, you will use the mechanics for extended contests. This will include several 'rounds' of combat with the opponents bidding their points, a game element that is absent from D&D. In fact, it might be even more gamist than D&D combat.

If there is no rules-impact, why have the distinction between characters at all? Their differences are entirely in your imagination. I just don't get it. And you're probably right, as you describe it, I doubt I'd like HeroQuest.

No, the characters will differ. They will probably differ more than D&D characters, because you are not restricted to choose your keywords from a predefined list, although the rulebook is full of predefined keywords, so you might use those.

I think you won't like HeroQuest because combat is more abstract. This is the nature of rules-light games. They don't have predefined numbers for each and every situation. In HQ, you don't have hitpoints, for instance, but you have action points. You either win a conflict or you lose. You have to decide what this actually means in both cases. I can tell you that a fight is very exciting, nevertheless.

My rules-lighter experiences include the various flavors of D&D pre-3e and a game my friend made up that had a simple and straight-forward resolution system akin to the kind people are describing. My friend was a good designer and storyteller and his game often relied on common sense to handle conflict resolution.

Okay, flavours of D&D are, of course, very different from games like HeroQuest. They don't really capture what I see as 'rules-light' game. I don't know the game your friend made, though.

And I still maintain that the only thing a game can supply that truly aid roleplaying are guidelines for getting into character, not actual rules. Obviously, for those players for whom rules are a hindrance to their creativity, they're not getting much from rules. But game companies selling flavor text with simple rules are really selling flavor text, not rules.

Make sense?
I agree to a certain degree, though not to your last point. Even a game like HQ has quite a few rules how the outcome of your actions will look like. Was it in this thread or in another, where I wrote that I'm not sure whether HQ is really rules-light? The number of modifiers and tables with DCs are legion, and there are many game (=mechanics) elements that are absent from D&D, although this may in part be due to the complicated setting (Glorantha).
 
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If Heroquest characters are distinctive, customizable and the player's choices have mechanical impact on conflict resolution, I might enjoy the system immensely.

On the other hand, the level of abstraction MIGHT grate. I don't know.

I actually don't like subbing in extra detail just to add detail. As a GM, I don't like saying "your foot catches on a root and your swing goes wild" to describe a poor attack roll. Like I've said, it's largely a matter of preference. If the player can trigger an effect like that somehow (the tokens that Hunters get in Iron Heroes are supposed to do this), or the GM can plant "poor footing" in the area description, that's different.

I realize there's enough room for interpretation in a simple resolution mechanic to add in any flavor text you want, but filling in that flavor without guidance doesn't work for me. Obviously, it does for some people.
 

So, anyone else like rules light for some games and rules heavy for others?? I know that I love a good D&D game as complex as I can get it, but I ALSO just as much love a good BRP CoC game, or when Im feeling frisky, a rockin game of BESM. Now I cangt claim to have played very many rules light systems, how light would you consider DC Heroes (gosh dang I LOVE DC Heroes, wish I could play it again)

Somtimes I like cake and sometimes I like pie.

But usually I want pizza.
 

JohnSnow said:
I realize there's enough room for interpretation in a simple resolution mechanic to add in any flavor text you want, but filling in that flavor without guidance doesn't work for me. Obviously, it does for some people.
That's a good point, and I was referencing something like that in a post that got eaten.

One way people sometimes declare their ability and augments in HQ is through including them in the description of their action. You're using abilities simultaneously as flavor and for a mechanical boost.

Example: A character's engaged in a running battle on horseback, chasing a foe. The stakes are set as catching him vs. him getting away.

Mechanical version: "I use Ride 19, augmented by Javelin 17, Long-neck (my horse) 13, and Judge Terrain 19."

Flavor version: "I yell "Kyaah!" to Long-neck, clamp my legs to her flanks, and pull up alongside. I harry my foe with a thrown javelin or two to drive him over into that rough scrub brush to the side."

You might describe your actions as either way, or both. Now when it's resolution time, after the roll, all we know is whether he caught him or he got away. The details of whether you drove him into the scrub and unhorsedhim, or nicked him with a javelin, or Long-neck was so loyal that she kept going until the other horse was exhausted, are left to be decided by the GM or player. That part is definately more abstracted.
 

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