Moonmover
Adventurer
Sorry, Rich. You failed your save vs. pumpkin spice. Roll up a new character."Yes, but I told you my name was 'Richard.'"
Sorry, Rich. You failed your save vs. pumpkin spice. Roll up a new character."Yes, but I told you my name was 'Richard.'"
The original Champions (1981) was 64 pages. Rulez lite would hardly describe it.
It feels odd to me to count a list of spells or monsters as part of complexity. I mean, sure, it's more complex than having on the fly stats/spells or everything be the same... but it feels different to me than rules.
You keep saying this ... but as you can see from just this thread, it is an idiosyncratic definition.*
I have played for just as long as you, and I am perfectly comfortable understanding that "rules lite" refers to a specific category of games, and ones that exclude games that have rules that run to 100 pages.
To the extent you wish to communicate something to people, you might want to use the common usage of the term employed by others. If you do not wish to communicate to those people, then you are welcome to continue to use your own definition; that said, this isn't exactly a jargon thing. I provided you one place (itch.io) as a single example. If you bother looking around, you will see that this is a common conception.
For example, you can also search DriveThruRPG for games that are "rules-lite," and you will not find 100 page booklets of rules in there.
I don't think I am being prescriptivist at all. I am using a descriptive definition based on what I have seen used. If you put my feet to the fire on it, I would say rules light probably covers a range that includes what you and I are both talking about (and I might make the distinction I did earlier of lite or micro or minimalist to refer to the much smaller rules light games in that category)You may attempt whatever prescriptivist approach you wish, or argue that you have a private language with others that allows for this relative classification, but in the larger discourse, these words have a meaning ... one that you choose not to use.
Again, I am not saying it is the only thing. I am saying being 100 pages or less isn't disqualifying and it is one possible indication.*Again, it's been pointed out repeatedly that it's also a meaningless one, given that it's relatively simple to point out a large number of games that are far under that threshhold that even you wouldn't classify as rules-lite. So we are left with the uncomfortable notion that "rules lite" is something that you know when you see, and it leaves the reader with the idea that it is somewhat of a goldilocks definition as opposed to a category of games that actually exists and does, in fact, have a very ... um ... light approach to rules.
Spells are certainly rules. They may, or may not, greatly increase the complexity of the system (this goes to the idea of the "exception-based design" when it comes to D&D for certain spells), but they are rules.
If a player does X, what is the rule for X? If X is a specified spell, with a specified application, then that is a rule.
So this is a true story. My wife's name is Dana and she looooooves Starbucks. It wasn't a lie when I said I was there this morning. I'm there 5 days a week. Anyway, I've seen them spell it Dayna, Daina, Daynuh, Danuh, etc. more often than the correct spelling."Yes, but I told you my name was 'Richard.'"
Nope. They're both data that has to be learned, retained, and applied.Theres a difference between rules that make the game function as a game, and rules that state how a bit of content works.
It's been ongoing in the community for like 30 years.It's been 30 years. Whoever was a jerk to you doesn't deserve to live rent free in your head.
Theres a difference between rules that make the game function as a game, and rules that state how a bit of content works.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.