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What is a "Light" RPG? What is a "Crunchy" RPG?
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<blockquote data-quote="Umbran" data-source="post: 9420861" data-attributes="member: 177"><p>I don't have specific definitions I work from. For the most part, for me it comes down to how many different rules details do you have to refer to in order to resolve actions or conflicts in the system.</p><p></p><p>So, some examples:</p><p>High level D&D 3.x is pretty crunchy.</p><p>Classic Deadlands is somewhere between Crunchy and Baroque.</p><p>Shadowrun is pretty crunchy.</p><p></p><p>Grant Howitt's One-Page RPGs (like "Crash Pandas" and "Honey Heist") are probably the most iconic rules-light games I can think of.</p><p>Fate Accelerated is pretty light - it fits on 40 digest-sized pages with lots of art.</p><p>Leverage (a Cortex-based game) is pretty light.</p><p></p><p>Some things that are debatable:</p><p>I don't find Fate Core to be particularly crunchy, because there are very few exceptions of the basic process, so the number of <em>different</em> rules bits you have to refer to is not large.</p><p></p><p>D&D 5e, Cypher system, most Cortex implementations, and Savage Worlds all seem pretty middling-crunchy to me.</p><p></p><p>I think <em>Blades in the Dark</em> and <em>Powered by the Apocalypse</em> (and perhaps Fate Core) games feel crunchier than they really are to start with, because their process of play is different enough to take a lot of cognitive effort for someone with many years of more traditional play under their belts, but they settle into a lighter feel once you are used to how they handle things.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9420861, member: 177"] I don't have specific definitions I work from. For the most part, for me it comes down to how many different rules details do you have to refer to in order to resolve actions or conflicts in the system. So, some examples: High level D&D 3.x is pretty crunchy. Classic Deadlands is somewhere between Crunchy and Baroque. Shadowrun is pretty crunchy. Grant Howitt's One-Page RPGs (like "Crash Pandas" and "Honey Heist") are probably the most iconic rules-light games I can think of. Fate Accelerated is pretty light - it fits on 40 digest-sized pages with lots of art. Leverage (a Cortex-based game) is pretty light. Some things that are debatable: I don't find Fate Core to be particularly crunchy, because there are very few exceptions of the basic process, so the number of [I]different[/I] rules bits you have to refer to is not large. D&D 5e, Cypher system, most Cortex implementations, and Savage Worlds all seem pretty middling-crunchy to me. I think [I]Blades in the Dark[/I] and [I]Powered by the Apocalypse[/I] (and perhaps Fate Core) games feel crunchier than they really are to start with, because their process of play is different enough to take a lot of cognitive effort for someone with many years of more traditional play under their belts, but they settle into a lighter feel once you are used to how they handle things. [/QUOTE]
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What is a "Light" RPG? What is a "Crunchy" RPG?
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