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Sorry - I think the point was missed...
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<blockquote data-quote="JohnSnow" data-source="post: 2394008" data-attributes="member: 32164"><p>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.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Anyway...</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>- Strong Characters and Exciting Story</p><p>- Role Playing</p><p>- Complexity Increases over Time</p><p>- Requires Strategic Thinking</p><p>- Competitive</p><p>- Add on sets/New versions available</p><p>- Uses imagination</p><p>- Mentally challenging</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2394008, member: 32164"] 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.;) 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. [/QUOTE]
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