Parmandur
Book-Friend, he/him
Agreed, room for both, though.Burning Wheel!
Agreed, room for both, though.Burning Wheel!
My understanding is that most people ignored many of the steps, or internalized them. Also, people mean OD&D or BD&D when they talk OSR, not AD&D, I reckon.I've never understood the claims about earlier D&D being "rules light". Good grief. You have to take how many steps to determine whether an attack hit or not in AD&D? Something about fifteen if you actually do the steps and don't ignore them. How in the world can a game which actually details the exact space you require to swing a sword possibly be considered "rules light"?
So, the Dungeons & Dragons Adventure board game line?What a question!
It definitely depends. I mean there are folks that say when a PC can define things in the world or setting, like some FATE games do.
Or like others, when there are rules for everything. Or rules for what your character CAN do but also if they don't have those features they CAN'T do them.
Or a hyper focused rule set on a particular style of play.
Or a combination of the above.
Wikipedia has this in it for what OSR is, in a nutshell.
So the opposite of that would be: A complete set of rules as possible, or a set of rules meant to cover every situation even if they are light and very abstract. A game where the DM doesn't have to decide or arbitrate things during the game, the results are plain from the play following the rules. Game balance between players would be enforced by the rules. Player skill or ingenuity would not be required and in fact may be against the rules. Skill with the rules of the GAME is most important.
But I don't think that makes much sense? Just an opposite stating of that previous OSR style?
It would be erroneous to equate "the final word" with "the only word" in matters of adjudication of either the fiction or the rules as you do here.You literally quoted the section from the rules that says the GM gets the final word in adjudication. That's the definition of a trad game.
Generally speaking, most don't claim AD&D as being rules light. The core of most modern OSR games is B/X D&D - where everything for the game from levels 1-14 including all player-facing options as well as monsters, treasure, campaign and adventure advice, etc, all fits in 128 pages.I've never understood the claims about earlier D&D being "rules light". Good grief. You have to take how many steps to determine whether an attack hit or not in AD&D? Something about fifteen if you actually do the steps and don't ignore them. How in the world can a game which actually details the exact space you require to swing a sword possibly be considered "rules light"?
I am honestly surprised anyone can play Dresden Files and think "that's a rules light narrative game." If Fate is a narrative game, then so is Genesys, which is a position I don't think any would argue for. The game mechanics explicitly allowing players to invent tags or establish facts usin% metacurrency isn't enough. Fate still has a GM with the power of "No" (even if the GM is discouraged from exercising that power), and if the players have to ask permission, the game falls under the traditional umbrella.It would be erroneous to equate "the final word" with "the only word" in matters of adjudication of either the fiction or the rules as you do here.
I am honestly surprised anyone can play Dresden Files and think "that's a rules light narrative game." If Fate is a narrative game, then so is Genesys, which is a position I don't think any would argue for. The game mechanics explicitly allowing players to invent tags or establish facts usin% metacurrency isn't enough. Fate still has a GM with the power of "No" (even if the GM is discouraged from exercising that power), and if the players have to ask permission, the game falls under the traditional umbrella.
I’m honestly surprised that your better judgment thought it was a good idea to put words and arguments into my mouth that I didn’t say and then follow it up with an absurd hardline assertion that Fate only qualifies as a narrative game if Genesys does? I'm honestly surprised that you think that a GM having the ability to say "no" somehow disproves Fate as being a narrative game.I am honestly surprised anyone can play Dresden Files and think "that's a rules light narrative game." If Fate is a narrative game, then so is Genesys, which is a position I don't think any would argue for. The game mechanics explicitly allowing players to invent tags or establish facts usin% metacurrency isn't enough. Fate still has a GM with the power of "No" (even if the GM is discouraged from exercising that power), and if the players have to ask permission, the game falls under the traditional umbrella.
The prior assertions were that Fate was a narrative game with a strong a implication that it was also rules lite based on the subject of the thread. I offered Dresden Files as a counterpoint. I'm not sure what's surprising about that.I’m honestly surprised that your better judgment thought it was a good idea to put words and arguments into my mouth that I didn’t say and then follow it up with an absurd hardline assertion that Fate only qualifies as a narrative game if Genesys does? I'm honestly surprised that you think that a GM having the ability to say "no" somehow disproves Fate as being a narrative game.