Majoru Oakheart said:
Because I seek to understand it, and by discussing it I hope to gain that understanding. I honestly thought this discussion was the difference between:
I move 30 feet, drawing my weapon and I attack, since he is flanked, I get plus +2 to hit.
vs
I make a physical roll of 12, which beats it by 5. He beats his by 4? I win the battle, defeating the enemy.
Which, is what I know of the difference between rules light RPGs and rules heavy. Now, since it was then told to me that there be a different definition of rules light that I had never heard before, I'm now trying to understand it.
My question is, how do these forms of rules light that you are referring to working? Is it different because the players describe their actions however they want regardless of the rolls and perhaps even have power over NPCs or other players by using narrative or "drama points" or something similar? Is it empowering because using that example of the physical roll above you could describe your character as tumbling out a window, making an impossible leap and stabbing the enemy amazingly right through the heart and it makes no difference other than you got to do "cool stuff"?
I think this discussion is very helpful. I think the core issue kind of comes out in what you said above, as far as what we were talking about in rules-light games was so different from your understanding.
What we're really talking about, I think, is style of play. I don't mean that as high level vs. low level, high magic vs. low magic, what game world it's set in, etc. You can vary all those and still be playing the same style.
I'm talking about style in terms of "campaign is about defeating tactical challenges" vs "campaign is about the decisions the players make" or "GM defines plot, players experience it' vs "Plot is defined through player decisions and GM handling of their consequences".
For the style that I think you're thinking of as the one way people play RPGs, there's a heavy focus on physical challenges like combat, and so those challenges are handled in high detail. What about another style of game, that's about characters dealing with the tension between getting what they want and treating other people fairly? That could be an interesting game (I hope so, it's basically my current campaign), and in that kind of game you might put a lot more screen time on character decisions and the consequences they have on family and friends. It might matter that a PC beat up someone who was opposing them, but the decision to have it come to blows would merit much more screen time than the fight itself.
For a style of play that really isn't about fighting, having lots of rules that focus on physical combat just serves to dilute the game. If the real issue is "Do I pay the blackmailer to keep him from telling my wife I'm having an affair, beat him up, or come clean with my wife?", then it isn't worth spending a lot of detail on the fist fight. It's just not what the game is about.
As far as characters describing their actions any way they wanted, yes, that happens, and it doesn't necessarily have a mechanical effect. But descriptions of actions don't just have to be fun color. They are a way for the player to say things about their character.
Wierd example here, but let's pretend the movie
The Princess Bride was a roleplaying campaign. The theme might have been "How far will you go for love?" There's a fight between Inigo and Wesley that's a great fencing scene, lots of detail, fun stuff. Is the scene about two master swordsmen trying to kill each other? Not really, IMO. It's about Wesley's devotion to Buttercup (he's trying to save her) versus Inigo's devotion to his father (he's become a master fencer so that one day he can get his revenge). The real point of the scene is to show that the two PCs are so obsessed with their own goals that they're fighting, even though they don't really have any reason to. In that case, all the detail of the fight is just narrated color the players came up with, but it's still meaningful.