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Sorry - I think the point was missed...
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<blockquote data-quote="Akrasia" data-source="post: 2393981" data-attributes="member: 23012"><p>Umm ... not all 'rules light' systems 'empower GMs'. There are some pretty significant counter-examples to that generalization (i.e. rules light systems that give more *power* to the players). </p><p></p><p>Rules light systems cut down on GM prep time *independent* of whether they empower the GM or players.</p><p></p><p></p><p></p><p>Oh please. You're splitting hairs here -- the psychological motivation Dancy mentioned is *exactly* the same as the one that I noted (a desire to "lord power over players", whether the GM is fully aware of this desire or not). Or, if you have a problem with my wording for some reason, feel free to reinterpret my original statement so that it conforms to whatever you think Dancy meant with his original statement. </p><p></p><p>In any case, I don't know why you are focusing on this, since so long as it is qualified with the caveat "some" it is not very interesting (after all, I am sure that there are *some* GMs somewhere for whom this is true -- just as it is probably true that the ability to GM while drunk probably explains why *some* GMs somewhere prefer rules light systems; big deal).</p><p></p><p>And anyway, my long-standing irritation with unjustified pop psychological generalizations stands.</p><p></p><p>Finally, as I have already pointed out, there are some 'rules light' systems that in fact *empower* players more than rules heavy systems do. And, furthermore, many rules light systems only work if players and GMs 'work together' to make the game work -- hence my earlier comment that maturity and trust is important for the success of such games. I don't see how that kind of arrangement leaves players with less power.</p></blockquote><p></p>
[QUOTE="Akrasia, post: 2393981, member: 23012"] Umm ... not all 'rules light' systems 'empower GMs'. There are some pretty significant counter-examples to that generalization (i.e. rules light systems that give more *power* to the players). Rules light systems cut down on GM prep time *independent* of whether they empower the GM or players. Oh please. You're splitting hairs here -- the psychological motivation Dancy mentioned is *exactly* the same as the one that I noted (a desire to "lord power over players", whether the GM is fully aware of this desire or not). Or, if you have a problem with my wording for some reason, feel free to reinterpret my original statement so that it conforms to whatever you think Dancy meant with his original statement. In any case, I don't know why you are focusing on this, since so long as it is qualified with the caveat "some" it is not very interesting (after all, I am sure that there are *some* GMs somewhere for whom this is true -- just as it is probably true that the ability to GM while drunk probably explains why *some* GMs somewhere prefer rules light systems; big deal). And anyway, my long-standing irritation with unjustified pop psychological generalizations stands. Finally, as I have already pointed out, there are some 'rules light' systems that in fact *empower* players more than rules heavy systems do. And, furthermore, many rules light systems only work if players and GMs 'work together' to make the game work -- hence my earlier comment that maturity and trust is important for the success of such games. I don't see how that kind of arrangement leaves players with less power. [/QUOTE]
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