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The Dilemma of the Simple RPG
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<blockquote data-quote="Hussar" data-source="post: 7714468" data-attributes="member: 22779"><p>I can see his point, but, there are a few additional issues. There is a trade off. A rules heavy game has this big, steep learning curve at the outset, but, at the table is often MUCH easier to run. Because the DM/GM can rely on the rules to a large degree to give answers and resolve situations, the mental load on the DM to make the game run smoothly is much lower.</p><p></p><p>OTOH, rules light games, while significantly easier in the sense that you can learn the game in a much shorter period of time, are often much, much more difficult to run at the table and the experience will vary much more because of the DM. </p><p></p><p>IOW, a more extensive ruleset, run by an average DM will give a better result than a less extensive ruleset run by the same DM. The less extensive ruleset doesn't allow the DM to rely on the system, and makes it that much easier for the DM to make mistakes.</p><p></p><p>I'd argue that the Rules Light games are less DM friendly than the rules heavy ones. Sure, you can learn the game faster, but, because so much of the game relies on you, the DM, to make it run at the table, rules light games force DM's to play amateur game designer at the same time as they are trying to run the game.</p><p></p><p>Think of it this way. Which would more likely to be an enjoyable 3 hour session - a 3 hour 5e session with a completely new DM running some module, or a 3 hour session of Dread with a completely new DM? Yup, that Dread game might be fun. It might also be absolutely horrible. Presuming our 5e DM actually follows the rules to a reasonable degree, it's unlikely that his game will go completely wahoonie shaped.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7714468, member: 22779"] I can see his point, but, there are a few additional issues. There is a trade off. A rules heavy game has this big, steep learning curve at the outset, but, at the table is often MUCH easier to run. Because the DM/GM can rely on the rules to a large degree to give answers and resolve situations, the mental load on the DM to make the game run smoothly is much lower. OTOH, rules light games, while significantly easier in the sense that you can learn the game in a much shorter period of time, are often much, much more difficult to run at the table and the experience will vary much more because of the DM. IOW, a more extensive ruleset, run by an average DM will give a better result than a less extensive ruleset run by the same DM. The less extensive ruleset doesn't allow the DM to rely on the system, and makes it that much easier for the DM to make mistakes. I'd argue that the Rules Light games are less DM friendly than the rules heavy ones. Sure, you can learn the game faster, but, because so much of the game relies on you, the DM, to make it run at the table, rules light games force DM's to play amateur game designer at the same time as they are trying to run the game. Think of it this way. Which would more likely to be an enjoyable 3 hour session - a 3 hour 5e session with a completely new DM running some module, or a 3 hour session of Dread with a completely new DM? Yup, that Dread game might be fun. It might also be absolutely horrible. Presuming our 5e DM actually follows the rules to a reasonable degree, it's unlikely that his game will go completely wahoonie shaped. [/QUOTE]
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