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General Tabletop Discussion
*TTRPGs General
The Stakes of Classifying Games as Rules Lite, Medium, or Heavy?
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<blockquote data-quote="Gorgon Zee" data-source="post: 8471094" data-attributes="member: 75787"><p>As a marketing term, rules light means i can read the rules in an afternoon and get my players playing it solidly within 15 minutes. That is an important descriptor. If a company described their game as light and it failed to meet those criteria, I’d trust the company less and be less likely to buy from them.</p><p></p><p>the opposite marketing term is not ‘rules heavy’ though. You always accentuate the positives (no-one sells ice-cream as ‘high fat’ …). The advantages of light rules are clear, so if you don’t have light rules you have to stress what your rules do really well. That might be to make an appeal to simulation or realism, or to nostalgia; or it may be to stress how universal they are.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8471094, member: 75787"] As a marketing term, rules light means i can read the rules in an afternoon and get my players playing it solidly within 15 minutes. That is an important descriptor. If a company described their game as light and it failed to meet those criteria, I’d trust the company less and be less likely to buy from them. the opposite marketing term is not ‘rules heavy’ though. You always accentuate the positives (no-one sells ice-cream as ‘high fat’ …). The advantages of light rules are clear, so if you don’t have light rules you have to stress what your rules do really well. That might be to make an appeal to simulation or realism, or to nostalgia; or it may be to stress how universal they are. [/QUOTE]
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The Stakes of Classifying Games as Rules Lite, Medium, or Heavy?
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