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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="Bedrockgames" data-source="post: 8472130" data-attributes="member: 85555"><p>For me it is useful for design purpose and for play purposes because rules light suggests a game where the need to look things up during and to memorize and remember rules is kept to a minimum: the focus is more on keeping things moving, keeping the mechanics of the game fast and easy to manage. Whereas something that is rules heavy is going to be able to prioritize other things like realism, or deep emulation of a genre (and stuff like tactics, making sure character option choices all provide very different outcomes, etc). Not all games are going to fit into this system of categorization. I can easily imagine a game for example that is 'rules heavy' on the character creation side, or on the prep side, but 'light' in the experience of play (and I can imagine systems that seem crunchy but are so well thought out and streamlined that, once you understand them, they feel light. So it isn't going to perfectly work for every game. But that said, I like knowing when I side down to make a game what my goal is in terms of complexity because that does end up guiding a lot of my choices (and this produces very real results for me in terms of making games I want to run). I like to do both. I don't see it as you firmly stick to one camp. My general experience is a tend to cycle. </p><p></p><p>Rules medium is a lot more vague. I have encountered a lot of rules medium games I would just call rules light or rules heavy. There are some truly rules medium games but I don't find the middle category as useful as I tend to think in terms of being on the lighter or heavier end of the spectrum. </p><p></p><p>In terms of incentives for being perceived as light or heavy, I think that does matter. Some people don't like rules light gams, and some don't like rules heavy games so they might avoid an RPG that is labeled one or the other (even if it is one they would enjoy if they sat down to try it). But that is true of any label we put on a game (even genre labels have the potential to turn someone off to a game they might enjoy).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8472130, member: 85555"] For me it is useful for design purpose and for play purposes because rules light suggests a game where the need to look things up during and to memorize and remember rules is kept to a minimum: the focus is more on keeping things moving, keeping the mechanics of the game fast and easy to manage. Whereas something that is rules heavy is going to be able to prioritize other things like realism, or deep emulation of a genre (and stuff like tactics, making sure character option choices all provide very different outcomes, etc). Not all games are going to fit into this system of categorization. I can easily imagine a game for example that is 'rules heavy' on the character creation side, or on the prep side, but 'light' in the experience of play (and I can imagine systems that seem crunchy but are so well thought out and streamlined that, once you understand them, they feel light. So it isn't going to perfectly work for every game. But that said, I like knowing when I side down to make a game what my goal is in terms of complexity because that does end up guiding a lot of my choices (and this produces very real results for me in terms of making games I want to run). I like to do both. I don't see it as you firmly stick to one camp. My general experience is a tend to cycle. Rules medium is a lot more vague. I have encountered a lot of rules medium games I would just call rules light or rules heavy. There are some truly rules medium games but I don't find the middle category as useful as I tend to think in terms of being on the lighter or heavier end of the spectrum. In terms of incentives for being perceived as light or heavy, I think that does matter. Some people don't like rules light gams, and some don't like rules heavy games so they might avoid an RPG that is labeled one or the other (even if it is one they would enjoy if they sat down to try it). But that is true of any label we put on a game (even genre labels have the potential to turn someone off to a game they might enjoy). [/QUOTE]
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