tonym
First Post
Gentlegamer said:Miniatures with pencil sharpener base . . .
A new thread was started to answer this question...

Tony M
Gentlegamer said:Miniatures with pencil sharpener base . . .
JohnSnow said:Ryan,
What sorts of valuable things are you talking about?
JohnSnow said:... Rules-light systems empower GMs tremendously. One aspect of that empowerment is making the GM's prep work easier...
JohnSnow said:He didn't say anything about the DM wanting to "lord power over the players." He said there's a subconscious attraction to a system where you have power. I think that's fair - most people with power like having more.
Akrasia said:And anyway, my long-standing irritation with unjustified pop psychological generalizations stands.
RyanD said:Answer to Question #2:
Yes: I believe strong GM power is a key to the attraction of most rules lite game systems.
I tend to believe that the most staunch defenders of "rules lite" design philosophies are those people who either are exceptionally good at on the fly game design, or those who often play with others who are.
The "rules lite" design approaches I am familiar with (and my RPG library includes well over 100 different game systems) almost all rely on GM fiat as the fallback position for covering aspects of play that the game doesn't have a rule for. That empowers GMs tremendously.
For some GMs, I'm sure that's a subconscious attraction. (I doubt very many people overtly think: "I play Game X because when I run Game X the players have to give in to my whims.") But even subconsciously, I suspect it's a powerful motivating force for choosing a rules lite system.