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What is the least amount of rules you need?
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<blockquote data-quote="tetrasodium" data-source="post: 8954225" data-attributes="member: 93670"><p>Not at all familiar with lasers & feelings & not sure I've ever heard of it.</p><p></p><p>I went with moderate but if given two options would probably have checked heavy as the second choice. I say that because it's easier to ignore an overly crunchy section in the rules than it is to build one where the section is missing or lacking in some way. Rules light systems that really work great tend to have a certain elegance to their extensible framework. That elegance & framework provides ample room to allow it to be poured into a wide variety of situations/themes/whatever.* It's easy to go too light like fate accelerated where you paradoxically simplify the system to the point that it becomes more difficult or certain other games where they get praise for glaring holes & conflicts in the rules that get subjected to spin about simplicity streamlined or working as designed. Going too heavy on the rules crosses into an area where even people who like the system will readily admit that areas like x & y can be a little dense or work better if just used as general guidance. </p><p></p><p>*Different systems have different goals& can write at length with examples & guidance on how those goals play out at the table when it's important to grok.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8954225, member: 93670"] Not at all familiar with lasers & feelings & not sure I've ever heard of it. I went with moderate but if given two options would probably have checked heavy as the second choice. I say that because it's easier to ignore an overly crunchy section in the rules than it is to build one where the section is missing or lacking in some way. Rules light systems that really work great tend to have a certain elegance to their extensible framework. That elegance & framework provides ample room to allow it to be poured into a wide variety of situations/themes/whatever.* It's easy to go too light like fate accelerated where you paradoxically simplify the system to the point that it becomes more difficult or certain other games where they get praise for glaring holes & conflicts in the rules that get subjected to spin about simplicity streamlined or working as designed. Going too heavy on the rules crosses into an area where even people who like the system will readily admit that areas like x & y can be a little dense or work better if just used as general guidance. *Different systems have different goals& can write at length with examples & guidance on how those goals play out at the table when it's important to grok. [/QUOTE]
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