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The Dilemma of the Simple RPG
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<blockquote data-quote="Hussar" data-source="post: 7715958" data-attributes="member: 22779"><p>Fair enough. Learn through play is certainly something lots of us have done. Although, I wonder if a lot of DM's didn't start out as players at one time too - and learned the rules from someone else.</p><p></p><p>I'm not sure I agree with your second point though. "Understanding the system" in a rules heavy game is basically just learning the rules - yes, there are wonky bits, as always, but, in a decently written (key point there) rules heavy game, a lot of the rules just become second nature after a few play throughs. In a rules light game though, you need to not only learn the actual rules of the game, but, also find a way to compromise your understanding and interpretations of those rules to match up with the understandings and interpretations of everyone else at the table.</p><p></p><p>Otherwise the game grinds to a screeching halt as your interpretation slams up against my interpretation and since it's a rules light game, we have to hash out some sort of compromise. And this can cause all sorts of issues at the table.</p><p></p><p></p><p></p><p>I think the issue here is defining terms. Compared to, say, board games, no RPG is ever actually rules light. It can't be. There are just too many things you can do in an RPG either before play or during play, to ever really be rules light. There's a reason that your actions are so restricted in CRPG's. It's to simplify the system. Unless you're running a game on a supercomputer, you simply cannot program a CRPG to take into account even fairly simple things.</p><p></p><p>I think all you can really say is that game X is lighter than game Y. Certainly Basic/Expert D&D is rules lighter than, say, 3.5 D&D. Or HERO. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> But, is Basic/Expert D&D actually rules light? Well, not really. Look at the rules for combat and that is certainly not what I'd consider a rules light system.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7715958, member: 22779"] Fair enough. Learn through play is certainly something lots of us have done. Although, I wonder if a lot of DM's didn't start out as players at one time too - and learned the rules from someone else. I'm not sure I agree with your second point though. "Understanding the system" in a rules heavy game is basically just learning the rules - yes, there are wonky bits, as always, but, in a decently written (key point there) rules heavy game, a lot of the rules just become second nature after a few play throughs. In a rules light game though, you need to not only learn the actual rules of the game, but, also find a way to compromise your understanding and interpretations of those rules to match up with the understandings and interpretations of everyone else at the table. Otherwise the game grinds to a screeching halt as your interpretation slams up against my interpretation and since it's a rules light game, we have to hash out some sort of compromise. And this can cause all sorts of issues at the table. I think the issue here is defining terms. Compared to, say, board games, no RPG is ever actually rules light. It can't be. There are just too many things you can do in an RPG either before play or during play, to ever really be rules light. There's a reason that your actions are so restricted in CRPG's. It's to simplify the system. Unless you're running a game on a supercomputer, you simply cannot program a CRPG to take into account even fairly simple things. I think all you can really say is that game X is lighter than game Y. Certainly Basic/Expert D&D is rules lighter than, say, 3.5 D&D. Or HERO. :D But, is Basic/Expert D&D actually rules light? Well, not really. Look at the rules for combat and that is certainly not what I'd consider a rules light system. [/QUOTE]
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