Glyfair
Explorer
I think there are at least two different areas where you could explore to define a "rules light" systems. First, I think is the "purist" area. If a game has few actual rules, it's rules light. It pretty much follows from the name.
On the other hand, you could consider how often the players interact with the rules. For example, if you have a system with exactly one mechanic - roll d% and compare to a table, there might be an incredible number of interactions with the rules. I could see a large RPG book just of tables that you use to check the d% roll. Technically, it's "rules light" but I think most people would disagree because of the amount of time and effort of interacting with the rules.
Paranoia might fail the first test (I've actually never played or ran it, but have watched a lot of games) but certainly would pass the second test.
On the other hand, you could consider how often the players interact with the rules. For example, if you have a system with exactly one mechanic - roll d% and compare to a table, there might be an incredible number of interactions with the rules. I could see a large RPG book just of tables that you use to check the d% roll. Technically, it's "rules light" but I think most people would disagree because of the amount of time and effort of interacting with the rules.
Paranoia might fail the first test (I've actually never played or ran it, but have watched a lot of games) but certainly would pass the second test.
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