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<blockquote data-quote="Psion" data-source="post: 2281594" data-attributes="member: 172"><p>Every game will experience inconsistant rulings, whether they be rules heavy or rules light... unless they cover EVERYTHING. So why should I suppose that rules light games would not also. To suggest that there is no room for inconsistency is simply unsupportable.</p><p></p><p></p><p></p><p>"Necessarily" is a slick wording. It's <em>possible</em> that a rules heavy game could be so ham handed that the nature of its rulings are so "all over the place" that they lack internal cohesion (in fact, you could argue RIFTS qualifies). Likewise, a GM can have such a good memory and consistent methodology that he does not benefit greatly from the benefit of forethought given more extensive rulings.</p><p></p><p>But as the saying goes, "The race doesn't always go to the swiftest, or the fight to the strongest, but that's the way to bet."</p><p></p><p></p><p></p><p>Yes, they can, and I just said as much.</p><p></p><p>The difference is that with the general paradigm shift between rules light and rules heavy games, in rules heavy games you address more situations in the rules. In rules light game, you rely exclusively on GM ajudication. Now unless your GM has a memory like a steel trap or a detailed set of consistent principles such that he always rule the same way twice. In which case I assert that</p><p>a) it's not really a rules light game, but a rules heavy game in which the GM has all the rules in his head (which IMO is not a desirable situation because it keeps the players in the dark.)</p><p>b) there was really no point in striving for a rules light game in the first place, since the GMs memory is obviously good enough that he could have memorized all the rules anyways.</p><p></p><p>The only alternative to this is to treat a variety of disparate situations with an over simplified mechanic and call that "consistent" (like the aforementioned "flip a coin.") If that's is sufficient for you, then have at, but for me, that fails to do the job that an RPG needs to do. Consistency is not good if it's consistently SOD-shattering.</p></blockquote><p></p>
[QUOTE="Psion, post: 2281594, member: 172"] Every game will experience inconsistant rulings, whether they be rules heavy or rules light... unless they cover EVERYTHING. So why should I suppose that rules light games would not also. To suggest that there is no room for inconsistency is simply unsupportable. "Necessarily" is a slick wording. It's [i]possible[/i] that a rules heavy game could be so ham handed that the nature of its rulings are so "all over the place" that they lack internal cohesion (in fact, you could argue RIFTS qualifies). Likewise, a GM can have such a good memory and consistent methodology that he does not benefit greatly from the benefit of forethought given more extensive rulings. But as the saying goes, "The race doesn't always go to the swiftest, or the fight to the strongest, but that's the way to bet." Yes, they can, and I just said as much. The difference is that with the general paradigm shift between rules light and rules heavy games, in rules heavy games you address more situations in the rules. In rules light game, you rely exclusively on GM ajudication. Now unless your GM has a memory like a steel trap or a detailed set of consistent principles such that he always rule the same way twice. In which case I assert that a) it's not really a rules light game, but a rules heavy game in which the GM has all the rules in his head (which IMO is not a desirable situation because it keeps the players in the dark.) b) there was really no point in striving for a rules light game in the first place, since the GMs memory is obviously good enough that he could have memorized all the rules anyways. The only alternative to this is to treat a variety of disparate situations with an over simplified mechanic and call that "consistent" (like the aforementioned "flip a coin.") If that's is sufficient for you, then have at, but for me, that fails to do the job that an RPG needs to do. Consistency is not good if it's consistently SOD-shattering. [/QUOTE]
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