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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: 8478241" data-attributes="member: 7026617"><p>As I've said repeatedly, they should be written so that the users are prepared for the things that are liable to work poorly with a lot of people. That isn't saying not to do them--there can be good reasons or bad reasons to do them, and my feelings about what those are is complicated and varies from case to case--but they should be at least <em>aware</em> of them, and show that in presentation.</p><p></p><p></p><p></p><p>Why should it be someone who makes a power tool's task to warn users of its risk? Because you're paying them money to get it and time to use it. </p><p></p><p></p><p></p><p>I'm not talking about whether a game is similar to other games; I'm talking about whether a game assumes social and dynamic cohesion that is not self-evidently common. Trad games can mess this up just as much as indy games (in fact, I'd argue the history of the evolution of some of them have been figuring out the areas where this has happened in a number of cases). Note my comments about the D&D 3e designers assuming people would be playing it like they did 2e, when it encouraged different play styles. That's just as much a in approach.</p><p></p><p></p><p></p><p>I'm not sure how it relates, but okay.</p><p></p><p>Oh, wait, I suspect your link makes no sense because its in reference to a poster who has me on ignore.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8478241, member: 7026617"] As I've said repeatedly, they should be written so that the users are prepared for the things that are liable to work poorly with a lot of people. That isn't saying not to do them--there can be good reasons or bad reasons to do them, and my feelings about what those are is complicated and varies from case to case--but they should be at least [I]aware[/I] of them, and show that in presentation. Why should it be someone who makes a power tool's task to warn users of its risk? Because you're paying them money to get it and time to use it. I'm not talking about whether a game is similar to other games; I'm talking about whether a game assumes social and dynamic cohesion that is not self-evidently common. Trad games can mess this up just as much as indy games (in fact, I'd argue the history of the evolution of some of them have been figuring out the areas where this has happened in a number of cases). Note my comments about the D&D 3e designers assuming people would be playing it like they did 2e, when it encouraged different play styles. That's just as much a in approach. I'm not sure how it relates, but okay. Oh, wait, I suspect your link makes no sense because its in reference to a poster who has me on ignore. [/QUOTE]
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