Psion said:
The issue here is that a more general system is less completely defined. ...
But the simple matter is that, the less completely you have defined what exactly each of your character's capabilities
For some reason, you seem to assume that "more general" means "less defined".
I assure you, this assumption is
completely unwarranted.
Imagine a very simple legal system: any violent crime is punished with death; any property crime is punished with a prison term of 10 years.
This is a very "lite" legal system. It is very general. But it is
not lacking in "definition"! The punishment is very clear for both classes of crimes.
It is only when you construct a more complex legal system, with many nuances and caveats, that greater room appears for inconsistencies, as well as a greater need for "judgement calls".
Psion said:
... the more situations will crop that will make you make a decision at the table. And the more such decisions you have to rely on that are not codified, the more likely you are to make different rulings from time to time. ...
But you see, it
is possible for a rules-lite system to codify the ways in which different tasks and situations are resolved. They just provide more general mechanisms -- i.e. rules that cover a
greater number of cases.
I direct you back to my earlier post, where I contrasted two different ways to resolve non-combat tasks (a 'rules lite' system, and a 'rules heavy-ish' system). Nothing you have said rebuts the force of that example. Or check out my even 'liter' system below.
Psion said:
That will result in less consistency unless you codify your decisions (which is de facto extending the rules) or you have a vice-like memory (which is also extending the rules, with the additional disadvantage that the players do not have accessed to the codified calls.) That's a fact.
Sorry, but is
not a fact. Again, you can have a very parsimonious
and consistent rules system.
E.g. Imagine a game in which
all mental tasks are resolved by making a "mind" ability score roll, and
all physical tasks are resolved by making a "body" ability score roll. Here we have a very simple system -- two ability scores, and two ways in which these scores are used to resolve different tasks.
I fail to see why such a system is any less "consistent" than 3E D&D. Sure, I suppose you have to make a "judgement call" as to whether breaking down a door is a "mental" or "physical" task -- but you also have to make these kinds of (usually obvious) judgement calls in 3E.
Psion said:
The other issue (and one I had with Dream Park as well, and this goes ten times for games like Over The Edge) is that the fewer widgets you have to define your character, the more "pixelated" the acting definition of the character is. When all wizards with a 15 intelligence have the exact same intelligence have the exact same chance to puzzle out a script, that is too hazily defined for my tastes.
Of course, this is a
completely separate issue.
But sure, if you define you character primarily by stats, rules-lite games will not be your thing. Other players prefer to define their characters primarily by personalities, backgrounds, goals, and so forth. Those kinds of players are less bothered by the "fewer widgets". In fact, "fewer widgets" can sometimes promote improvisation and creativity.