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The Dilemma of the Simple RPG
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<blockquote data-quote="Hussar" data-source="post: 7716008" data-attributes="member: 22779"><p>I tend to agree. But, that being said, when talking about rules light or rules heavy RPG's, it's probably not a bad thing to start from the point of view that even rules light games are not simple. Running an RPG, whether your rule book is 10 pages long, or a 1000, is never a simple task. </p><p></p><p>-----</p><p> [MENTION=75787]GrahamWills[/MENTION] - My issue with the idea of rules light vs rules heavy is that rules light, by their very nature, require more DM input to determine the results of actions. I think that's a fairly uncontroversial point. The thing is, the more often the DM has to step in and determine the results of actions, the more likely it is that the DM will make a questionable call. Again, this is just math. If the DM has to step in 100 times, it's more likely that he or she's going to make a mistake than if the DM has to step in 10 times.</p><p></p><p>And, IME, forcing people to play amateur game designer is a bad idea. People are notoriously bad at determining odds and calculating risk vs reward, especially on the fly. Which often results in rules light games being very frustrating in play as the DM (or GM, or whatever you want to call it) continuously comes up with arbitrary resolutions that are more punishing than fun.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7716008, member: 22779"] I tend to agree. But, that being said, when talking about rules light or rules heavy RPG's, it's probably not a bad thing to start from the point of view that even rules light games are not simple. Running an RPG, whether your rule book is 10 pages long, or a 1000, is never a simple task. ----- [MENTION=75787]GrahamWills[/MENTION] - My issue with the idea of rules light vs rules heavy is that rules light, by their very nature, require more DM input to determine the results of actions. I think that's a fairly uncontroversial point. The thing is, the more often the DM has to step in and determine the results of actions, the more likely it is that the DM will make a questionable call. Again, this is just math. If the DM has to step in 100 times, it's more likely that he or she's going to make a mistake than if the DM has to step in 10 times. And, IME, forcing people to play amateur game designer is a bad idea. People are notoriously bad at determining odds and calculating risk vs reward, especially on the fly. Which often results in rules light games being very frustrating in play as the DM (or GM, or whatever you want to call it) continuously comes up with arbitrary resolutions that are more punishing than fun. [/QUOTE]
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