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General Tabletop Discussion
*TTRPGs General
Verisimilitude versus Rules Lite versus Rules Heavy
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<blockquote data-quote="billd91" data-source="post: 5873487" data-attributes="member: 3400"><p>I don't believe there's a trade off in versions of verisimilitude by going with a rules-heavy system. People may have different senses of it, but I don't feel that a single person has multiple different senses of it. Games successfully tweak that sense, or they don't. Maybe they do it to differing degrees from the perspective of the individual player.</p><p></p><p>The difference between rules-heavy and rules-light games with respect to verisimilitude that I see is the likelihood of encountering cases in which the game's rules conflict with the sense of verisimilitude. Rules-heavy systems may do a pretty good job of building that sense in many cases, but I find that the more heavy and comprehensive the rules, the more likely I am to find conflicts. One hopes they'll really be outliers, but sometimes they're not. Rules light systems and their smaller structural footprint avoid conflicts more, I think, because they leave a lot more of the sense of verisimilitude to the GM and players rather than include structures to simulate it.</p><p></p><p>So why is verisimilitude important? For me, it's important because it enables the game to make sense. If things happen because of the rules but they don't feel realistically plausible, I have a much harder time getting into the game. This is true for all sorts of games, but I think the issue is more acute with RPGs because a certain level of immersion in the story is one of the goals of playing.</p></blockquote><p></p>
[QUOTE="billd91, post: 5873487, member: 3400"] I don't believe there's a trade off in versions of verisimilitude by going with a rules-heavy system. People may have different senses of it, but I don't feel that a single person has multiple different senses of it. Games successfully tweak that sense, or they don't. Maybe they do it to differing degrees from the perspective of the individual player. The difference between rules-heavy and rules-light games with respect to verisimilitude that I see is the likelihood of encountering cases in which the game's rules conflict with the sense of verisimilitude. Rules-heavy systems may do a pretty good job of building that sense in many cases, but I find that the more heavy and comprehensive the rules, the more likely I am to find conflicts. One hopes they'll really be outliers, but sometimes they're not. Rules light systems and their smaller structural footprint avoid conflicts more, I think, because they leave a lot more of the sense of verisimilitude to the GM and players rather than include structures to simulate it. So why is verisimilitude important? For me, it's important because it enables the game to make sense. If things happen because of the rules but they don't feel realistically plausible, I have a much harder time getting into the game. This is true for all sorts of games, but I think the issue is more acute with RPGs because a certain level of immersion in the story is one of the goals of playing. [/QUOTE]
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