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Sorry - I think the point was missed...
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<blockquote data-quote="SweeneyTodd" data-source="post: 2415096" data-attributes="member: 9391"><p>Okay, this is helpful; it gives a clear picture of your style of play. I can see that you'd be miserable with light mechanics under this style of play. I mean, take away what the rules give you, there's nothing left!</p><p></p><p>But the people who are advocating rules-light games Do Not Play This Style. Seriously. You said it yourself, it'd be miserable. I agree.</p><p></p><p>And we're not arguing for it. I don't take it as a given at all that the GM imposes a predetermined, overarching plot arc on the players. I don't take it a given that the players only have control over the space within their PC's skin. I don't take it a given that the GM has any right at all to block creative input from the players except where the rules specifically give that power to the player.</p><p></p><p></p><p></p><p>I agree with that completely. But I don't reach the same conclusion as you, because we're working on different assumptions. Players should absolutely be empowered to make meaningful decisions. I disagree that the only way they can do so is by being provided specific mechanical options. </p><p></p><p>In a game that uses more abstract conflict resolution like HeroQuest, a fight might be resolved in one roll. But the player isn't just deciding "How do I fight", but "Do I fight at all, and why?" In games where the resolution mechanisms are more abstract, the mechanics are still a tool to make these meaningful decisions. I personally find that a lot more interesting than deciding whether to Grapple or Bull Rush a guy the GM has dictated I have to fight. </p><p></p><p>Some rules-light games provide mechanisms for players to frame scenes and declare conflicts. Several include director-stance mechanics that allow players to directly alter the game world. These aren't systems that are trying to limit player power or decisionmaking at all.</p><p></p><p>So to sum up, if</p><p>- GM runs the characters through a preplanned story arc,</p><p>- Players are only given meaningful decisions to make in tactical situations, and are creatively negated elsewhere,</p><p>- System provides a wide variety of tactical options that the GM cannot negate,</p><p></p><p>Oh heck yeah, you would want to use a complex tactical system. Otherwise you can't do anything! (And God forbid you're in a game like this and aren't interested in tactics.)</p><p></p><p>But to be honest: Is anyone advocating this style of play here?</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2415096, member: 9391"] Okay, this is helpful; it gives a clear picture of your style of play. I can see that you'd be miserable with light mechanics under this style of play. I mean, take away what the rules give you, there's nothing left! But the people who are advocating rules-light games Do Not Play This Style. Seriously. You said it yourself, it'd be miserable. I agree. And we're not arguing for it. I don't take it as a given at all that the GM imposes a predetermined, overarching plot arc on the players. I don't take it a given that the players only have control over the space within their PC's skin. I don't take it a given that the GM has any right at all to block creative input from the players except where the rules specifically give that power to the player. I agree with that completely. But I don't reach the same conclusion as you, because we're working on different assumptions. Players should absolutely be empowered to make meaningful decisions. I disagree that the only way they can do so is by being provided specific mechanical options. In a game that uses more abstract conflict resolution like HeroQuest, a fight might be resolved in one roll. But the player isn't just deciding "How do I fight", but "Do I fight at all, and why?" In games where the resolution mechanisms are more abstract, the mechanics are still a tool to make these meaningful decisions. I personally find that a lot more interesting than deciding whether to Grapple or Bull Rush a guy the GM has dictated I have to fight. Some rules-light games provide mechanisms for players to frame scenes and declare conflicts. Several include director-stance mechanics that allow players to directly alter the game world. These aren't systems that are trying to limit player power or decisionmaking at all. So to sum up, if - GM runs the characters through a preplanned story arc, - Players are only given meaningful decisions to make in tactical situations, and are creatively negated elsewhere, - System provides a wide variety of tactical options that the GM cannot negate, Oh heck yeah, you would want to use a complex tactical system. Otherwise you can't do anything! (And God forbid you're in a game like this and aren't interested in tactics.) But to be honest: Is anyone advocating this style of play here? [/QUOTE]
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