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Sorry - I think the point was missed...
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<blockquote data-quote="Turjan" data-source="post: 2398033" data-attributes="member: 3477"><p>If you read precisely, I did not question this point in my original post. And I have two nice games by Robin Laws (amongst others) myself: HeroQuest and the Dying Earth. HeroQuest looks like rules-light, but is more rules-medium. 'The Dying Earth' is rules-light, but not your normal RPG; you have to love to lose confrontations in order to like it.</p><p></p><p></p><p>A good point. It's probably necessary to speak about specific games, when we talk about 'rules-light'. This lack of definition leads to the situation that much of the discussion further above consists of talking at cross-purposes.</p><p></p><p></p><p>I was hesitating for a moment when I wrote 'illusion' in my original post, because I'm aware of the fact that the whole game is nothing but an illusionary adventure. Obviously, different players need a different number of veils (given by game mechanics) between themselves and the simple truth that the basically don't have any power in the game in order to make the make-belief work. Just look at that rock example, where several people cried 'GM arbitrariness' when just given a DC, but saw some kind of player empowerment, when just given the weight of the rock, which the GM had previously calculated from his target DC in order to enable the player to calculate the target DC from the weight. That's why the preference for rules-light and rules-heavy games is often different between players and GMs, as die kluge already put it, as in my case. I know that this is not true in your case <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></blockquote><p></p>
[QUOTE="Turjan, post: 2398033, member: 3477"] If you read precisely, I did not question this point in my original post. And I have two nice games by Robin Laws (amongst others) myself: HeroQuest and the Dying Earth. HeroQuest looks like rules-light, but is more rules-medium. 'The Dying Earth' is rules-light, but not your normal RPG; you have to love to lose confrontations in order to like it. A good point. It's probably necessary to speak about specific games, when we talk about 'rules-light'. This lack of definition leads to the situation that much of the discussion further above consists of talking at cross-purposes. I was hesitating for a moment when I wrote 'illusion' in my original post, because I'm aware of the fact that the whole game is nothing but an illusionary adventure. Obviously, different players need a different number of veils (given by game mechanics) between themselves and the simple truth that the basically don't have any power in the game in order to make the make-belief work. Just look at that rock example, where several people cried 'GM arbitrariness' when just given a DC, but saw some kind of player empowerment, when just given the weight of the rock, which the GM had previously calculated from his target DC in order to enable the player to calculate the target DC from the weight. That's why the preference for rules-light and rules-heavy games is often different between players and GMs, as die kluge already put it, as in my case. I know that this is not true in your case ;). [/QUOTE]
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