Akrasia
Procrastinator
Psion said:Well, you certainly sounded like you were saying that GM ajudication in rules light games can't be inconsistent, which dumbfounded me since I know that GM ajudication in rules heavy games can product inconsistency, so why wouldn't it do the same thing in rules light games?
Um ... I never claimed that GM adjudication in rules light games can't be inconsistent. I don't know where you are getting that. :\
I did claim that GM adjudication need not be inconsistent, or any more inconsistent that it is in rules heavy games.
Psion said:Funny, I was thinking the same thing in the last post I was replying to, in which you were using the word "necessarily" to make it into a black or white picture..
Well, my use of the word "necessarily" emerged because of how your phrased the issue. Let me quote what you said in an earlier post:
Psion said:You seem to be in denial that that rules light systems must lead to inconsistant rulings.
...
Now you own up that "rules light games require more ad hoc rulings with less benefit of forethought thus are more inconsistant, but your tastes and talents let you tolerate it."
...
I substituted "necessarily" for your use of the words "must" and "require" -- but I don't think that doing so involved any distortion in meaning.
Psion said:Oh, the irony. I brought up the d02 point because, well, you pointed out rightly that if you just don't care about the differences, you can be perfectly consistent, which is somewhat true, if (as someone else put it when you take it to the extreme condition) unsatisfying. So, for considering the alternatives I get bashed for not considering the alternatives. Oy vey.
Sorry for being a bit thick, but I am not sure what you are saying here. :\
Psion said:Again, here, don't misaprehend me. Again, I speak in degrees. d02 is just an illustrative example showing that you can choose to sacrifice fidelity instead of consistency when removing rules. But in reality, loss of fidelity is not an all or nothing proposition.
In my experience, most rules-light games sacrifice a degree of both consistency (by leaning more heavily on GM ajudication) AND a degree of fidelity (by excluding details the deisgner considers "not worth the effort") compared to a similar heavier rules game. To slash rules using one technique or the other would, as far as I can tell, create a less playable game than one that makes light cuts in both areas, a less than optimal tradeoff.
Once again, I am not saying this is a bad thing. In the end, it's still a trade-off between ease of use and support. The right balancing point for a given person is their own decision.
Ummm ... what do you mean by 'fidelity'? Fidelity to what? If you mean 'accuracy' (i.e. fidelity to 'reality'), then I will concede that some rules heavy systems do have this as a design goal. However, 3.5 D&D is a rules heavy-ish system that does not attempt to model 'reality' -- anything but! The detail in 3.5, as far as I can tell, serves some other function.
A moderately rules light system can give relatively general rules to cover all relevant situations that emerge in game play. These rules mean that the resolution of various tasks, etc., will be a bit more 'rough grain' in nature than rules heavy systems (i.e. fewer adding and subtracting of various modifiers, etc.). But this does not make them arbitrary or inconsistent. The extent to which people like or dislike this is, as I think we both agree, a matter of taste.