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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="Thomas Shey" data-source="post: 8477969" data-attributes="member: 7026617"><p>I don't think that's true, or I wouldn't have the reaction I do.</p><p></p><p>Instead what happens in most cases is that people (as you say) try to play the game like they used to, try to use the rules present for it, and get some serious dissonance because the rules makes assumptions about play they aren't engaging in.</p><p></p><p>At <em>that</em> point they may well discard or modify the parts that are producing the dissonance, or just give up on the game, but either way you had a game that produced a bad experience because the game expectations were out of sync with what the group expected.</p><p></p><p>(Sometimes this isn't a game designer problem; sometimes its a GM who just decides blithely that he can introduce a whole new play paradigm to his group without assessing whether its going to go over like a lead balloon. Still a failure of communication, but at a different level).</p><p></p><p></p><p></p><p>I think this is overly optimistic. People buy games all the time without understanding what the rules are going to be like, simply because of blurbs (which may emphasize the setting/genre more than the rules, and even when they do, may assume people are already familiar with what a "Powered by the Apocalypse" means in that context.).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8477969, member: 7026617"] I don't think that's true, or I wouldn't have the reaction I do. Instead what happens in most cases is that people (as you say) try to play the game like they used to, try to use the rules present for it, and get some serious dissonance because the rules makes assumptions about play they aren't engaging in. At [I]that[/I] point they may well discard or modify the parts that are producing the dissonance, or just give up on the game, but either way you had a game that produced a bad experience because the game expectations were out of sync with what the group expected. (Sometimes this isn't a game designer problem; sometimes its a GM who just decides blithely that he can introduce a whole new play paradigm to his group without assessing whether its going to go over like a lead balloon. Still a failure of communication, but at a different level). I think this is overly optimistic. People buy games all the time without understanding what the rules are going to be like, simply because of blurbs (which may emphasize the setting/genre more than the rules, and even when they do, may assume people are already familiar with what a "Powered by the Apocalypse" means in that context.). [/QUOTE]
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