JohnSnow said:But the reason for that is that psychology is something everyone sorta understands. We all have some understanding of human behavior and thought, being that we're human (well...most of us), so we all feel qualified to comment.![]()
JohnSnow said:Anyway...
So you're saying that reduced GM prep time is a desireable goal of a gaming system - one that rules-light systems contribute to. I can't disagree with that.
That said, it needs to be weighed relative to what people want from their gaming experience. The marketing study that Dancy linked to at the top of this thread mentioned the 8 core values people expect from RPGs. They are:
- Strong Characters and Exciting Story
- Role Playing
- Complexity Increases over Time
- Requires Strategic Thinking
- Competitive
- Add on sets/New versions available
- Uses imagination
- Mentally challenging
If this is accurate, even rules-light systems should meet these criteria in order to appeal to a broad segment of the gaming market. Systems that don't can still sell, but their appeal will be limited to a niche at best. Unless those core values have changed - that survey was 6 years ago.
I would go even further and say that the 'desire for power' as a motivation for the appeal of 'rules-lite' games, whether consciously or subconsciously, is complete rubbish in the case of GMs. There is basically not the slightest difference in GM power between rules-heavy and rules-light games. The GM sets the challenges for the players, and he can lead the game wherever he wants, despite all the input by the players. It's just more work for him in the case of a rules-heavy game.Akrasia said:... So the claim that 'rules light' systems appeal to a desire for 'power' struck me as completely false -- at least in my own case. (I didn't take too much offense to Dancey's claim, though, since it included the qualifier "some".)
bones_mccoy said:Your entire approach to D&D sounds like it was all science and no soul.
tonym said:Are the rules-related benefits of a rules-heavy RPG greater than the negatives incurred from placing a Storyteller DM into a realm where he cannot control the narrative as easily?
eyebeams said:Market research written on the premise that gamers attitudes can be plotted along 4 quadrants find that gamers' attitudes can be plotted along 4 quadrants? Astounding!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.