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My question invoked another Knights of the Dinner Table reference . . .JohnSnow said:Ah, well, my favorite terms are "Dungeon Master" (for its legacy) and the far more descriptive "Referee."
My question invoked another Knights of the Dinner Table reference . . .JohnSnow said:Ah, well, my favorite terms are "Dungeon Master" (for its legacy) and the far more descriptive "Referee."
Well said. Certain styles and genres fit better into different rules sets. That is why there are those, like me, that like d20, but realize the limitations of its supposed universal RPG applicability.Akrasia said:I've made this point many times in the past, and I will probably have to make it many times again in the future ...
There is *nothing* intrinsic to 'rules light' game systems that render them more likely to be 'inconsistent/squidgy' than 'rules heavy' game systems.
Rules light(-ish) systems simply provide *more general* mechanisms to resolve situations. These can be used in a perfectly consistent manner through the course of endless gaming sessions. (Indeed, because these mechanisms are more general, and thus involve fewer variables and modifiers, their implementation is likely to be *more* consistent than the use of more complex mechanisms in rules heavy systems.)
Inconsistencies only arise if the GM of a rules light system tries to introduce numerous ad hoc modifiers and variant rules in order to better 'simulate' the environment/situation he/she is describing.
But, as I have also said many times before, if you want a 'simulationist' game, rules light is not the way to go.
Akrasia said:Rules light(-ish) systems simply provide *more general* mechanisms to resolve situations. These can be used in a perfectly consistent manner through the course of endless gaming sessions. (Indeed, because these mechanisms are more general, and thus involve fewer variables and modifiers, their implementation is likely to be *more* consistent than the use of more complex mechanisms in rules heavy systems.)
woodelf said:I ain't Snow, but: yes. I've always hated "Game Master", and dislike "Storyteller" just as much. "Storyguide" is my preferred nomenclature, because i think it's the most accurate term, and has the fewest misleading connotations.
JohnSnow said:...
So it comes down to how much detail you want in your games...
JohnSnow said:...
By the way, details without rules behind them are just make-believe - the kids playing "cops & robbers" example. They add nothing to the game, although they may add to the overall experience of playing the game. But they're no more relevant to its outcome than what the players are drinking is. So is the point of a roleplaying game just to "have fun & roleplay" or is the game aspect of it relevant?
Well, I don't think that "writing a thesis on the psychology of Mind Flayers" has anything to do with mechanics for social interaction in games. That statement may be good for a laugh, but doesn't really meet the point. One example given for a rules-light game with social mechanics was HeroQuest. There you have a hard time if you play the lone warrior without social background. In order to succeed with a heroquest you will have to fall back on (or might be hindered by) your network of social relations that you started with or built up during gaming. These will be expressed by numbers, not by a thesisJohnSnow said:And bringing up all the things that other games have rules for that D&D doesn't is another diversion from the topic. Obviously, that means there are areas in which D&D could be considered "rules-light." Near as I can tell, that's intentional. D&D doesn't have rules for everything. It's quite upfront about the fact that it provides more rules for some situations (like combat), less for others (like interacting with NPCs), and covers some not at all from a rules point of view. For example, it mostly provides "guidelines" for politics as opposed to actual rules. Personally, I don't need detailed discussions of NPC behavior - as a human, I can understand human behavior reasonably well without a rulebook. I also think that's largely the point of alignment. Rather than going into the complexity of Illithid society and writing a thesis on the psychology of Mind Flayers, the books simply say "Illithids are E-Vil" because that concept, once grasped, makes it pretty easy for the DM to decide how they'll behave in general. To clear it up, the game even spells out what it means when it says good, evil, lawful and chaotic.
Akrasia said:I'm not sure what the point of this comment/question is.
*Most* of RPGing, IME, is 'make-believe' -- viz. describing different worlds, religions, politics, characters, plots, etc.
Akrasia said:Rules provide the players with mechanisms to resolve conflicts within the situations that they collectively imagine.
They also add the drama of uncertainty to the experience -- rolling dice is what accomplishes this (e.g. "I am a pretty good ranger, but there is a chance that I fail to track the beast, etc.").
Both of these functions can be realized by rules medium and rules light systems.
Akrasia said:As Psion always says in his sig: the rules should serve the game (or, as I would put it, the story).
Majoru Oakheart said:To me, that's just wrong. All people make mistakes. All rules you come up with are not going to work for all people in your group. The point I was making is that as a group, we've always found it easier to accept some third party's rules on how to do something. (I think mainly because there was no one around to blame for the rules being stupid. If I made them up, all my players would feel that all they have to do is make the right arguement to me and the rule would go away)
I might be able to make up a good rule on the fly, I might not. I've just had too many experiences where a DM made up a rule on the fly that ruined the entire session for me because of how dumb it was. The DM had no idea whatsoever, though. He was convinced he knew everything so obviously his rule was the best one. I talked to the players after the game, they all felt the same way, but they told me that they had gotten used to the DM doing that and in order to have fun you just had to put it behind you.
JohnSnow said:You can't use the argument that "an unreasonable DM can make hash of a rules-heavy system" as a counter to "a reasonable, but imperfect, DM can make hash of a rules light system." The former may be an accurate statement, but it doesn't address the claim in the latter. Obviously, a perfect, reasonable DM can run both with no problems. Personally, both as a player and a DM, am more concerned about reasonable, imperfect DMs than I am about unreasonable DMs, who I simply refuse to game with.
I think the rules-heavier side, like me, is arguing the latter point - that a reasonable, but imperfect (i.e. human) DM can make mistakes that wreck the experience for his players if that consistency is important to them. Is there a counter to that other than "I just think it's too complicated for my gaming style?"
JohnSnow said:So what you're saying is that rules are consistent at the level of detail that they try to represent to the extent that the gamemaster follows them?![]()
Then I'd say we agree. My point is that the level of detail I've observed in rules-light games is insufficient for the kind of game I like to play. And if you try to model more detail without having rules to cover it then it's no longer going to remain consistent, unless you note down the situational modifier you made so that you can reuse it, in which case your rules-light system just got a little more rules-heavy.

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