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Sorry - I think the point was missed...
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<blockquote data-quote="RyanD" data-source="post: 2393271" data-attributes="member: 3312"><p>Don't you think that's a true statement?</p><p></p><p>I mean, don't you think that there are a number of RPG players who were dissatisfied with D&D, who were casting about for something "Better", who latched on to the obvious candidate pushed by the industry (rules lite) and who convinced themselves that those games were better, because doing so made them feel that some progress was being made in addressing their needs? Even if, under controlled conditions, it turned out not to be true?</p><p></p><p>Have you not experienced the phenomenon of people believing something must be true, even when it is not - even when some evidence in their own experience suggests it is not true?</p><p></p><p>Do rules lite games make for better gaming experiences for some players? Yes, they obviously do. I am not saying that they do not. I am saying that when we studied the subject, we found that they did not save time, or reduce arguments. That is, that the "rules liteness" of the game was not what was raising or lowering the "fun factor" - that the "fun factor" was being influenced by other effects that overwhelmed the impact of the rules complexity level. Factors like the skill of the GM, the interest level of the other participants, the genre, the pacing of the scenario, or non-game factors like out-of-game social issues.</p><p></p><p>But it is hard for an individual to influence those factors. It is much easier to fall back on the system itself, and vest belief in the power of the system to make the game more fun - even when that belief becomes irrational.</p></blockquote><p></p>
[QUOTE="RyanD, post: 2393271, member: 3312"] Don't you think that's a true statement? I mean, don't you think that there are a number of RPG players who were dissatisfied with D&D, who were casting about for something "Better", who latched on to the obvious candidate pushed by the industry (rules lite) and who convinced themselves that those games were better, because doing so made them feel that some progress was being made in addressing their needs? Even if, under controlled conditions, it turned out not to be true? Have you not experienced the phenomenon of people believing something must be true, even when it is not - even when some evidence in their own experience suggests it is not true? Do rules lite games make for better gaming experiences for some players? Yes, they obviously do. I am not saying that they do not. I am saying that when we studied the subject, we found that they did not save time, or reduce arguments. That is, that the "rules liteness" of the game was not what was raising or lowering the "fun factor" - that the "fun factor" was being influenced by other effects that overwhelmed the impact of the rules complexity level. Factors like the skill of the GM, the interest level of the other participants, the genre, the pacing of the scenario, or non-game factors like out-of-game social issues. But it is hard for an individual to influence those factors. It is much easier to fall back on the system itself, and vest belief in the power of the system to make the game more fun - even when that belief becomes irrational. [/QUOTE]
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