buzz
Adventurer
I think this is more an issue of the clarity of a specific text, and not part-and-parcel of rule-heavy systems. Monte Cook recently commented that he thought the 3e rules could have been laid out more clearly, i.e., the underlying structure made more evident to ease mastery of the rules. I basically agree.woodelf said:However, here's where i think we really disagree. IMHO, once a ruleset has reached the level of detail of D&D3E (or Storyteller, or any of a number of other systems), it has obfuscated those underlying principles due to exceptions, and/or just plain gotten inconsistent in the process of elaboration.
E.g., HERO (in general, and the current edition specifically) is all about laying those foundations bare and striving for clarity and exactitude. While arguably more complex (and maybe a drier read) than D&D, I find it easier to use overall, as the text isn't trying to hide anything from me.
Conversely, I've seen plenty of rules discussion on sites like RPG.net about comparatively far simpler systems, precisely becasue, despite being simple, nothing prevents a rules-lite RPG from being obtuse.
A good game is a good game, lite or not, and vice-versa. Depending on your comfort level with GM fiat, you'll lean either to one or the other, or maybe not even have a preference.
(OTOH, I would never give a newbie DM a seriously lite RPG. Newbies need structure. IMO, lite RPGs require more experience to run well.)