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What is a "Light" RPG? What is a "Crunchy" RPG?
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<blockquote data-quote="Committed Hero" data-source="post: 9428630" data-attributes="member: 15341"><p>Speaking in broad generalities, as a game starts differentiating gear and spells it gets crunchy. Consider a spy game in which my PC wants to do something at night. A light game will probably assume that he has the requisite equipment to be able to function when it's dark. The next step up might be a binary choice: I need night vision goggles or I can't do what I want. After that, the game starts to break down varying degrees of darkness, and the equipment gets commensurately more complicated - Do I have an infrared scope on my weapon? Am I using goggles or a starlight scope?</p><p></p><p>Spells are similar. Without differentiating between damage types, a fire burst and an ice ray are functionally equivalent. If you want to make them feel different, you have to quantify damage types, and introduce resistance and vulnerability, and gear which provides them.</p><p></p><p>I suppose a corollary to this is that the more a game wants to simulate real-life variables, the crunchier it will get.</p><p></p><p>I would consider Savage Worlds a medium-crunch game.</p></blockquote><p></p>
[QUOTE="Committed Hero, post: 9428630, member: 15341"] Speaking in broad generalities, as a game starts differentiating gear and spells it gets crunchy. Consider a spy game in which my PC wants to do something at night. A light game will probably assume that he has the requisite equipment to be able to function when it's dark. The next step up might be a binary choice: I need night vision goggles or I can't do what I want. After that, the game starts to break down varying degrees of darkness, and the equipment gets commensurately more complicated - Do I have an infrared scope on my weapon? Am I using goggles or a starlight scope? Spells are similar. Without differentiating between damage types, a fire burst and an ice ray are functionally equivalent. If you want to make them feel different, you have to quantify damage types, and introduce resistance and vulnerability, and gear which provides them. I suppose a corollary to this is that the more a game wants to simulate real-life variables, the crunchier it will get. I would consider Savage Worlds a medium-crunch game. [/QUOTE]
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What is a "Light" RPG? What is a "Crunchy" RPG?
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