I disagree. To me not knowing the basic rules is akin to not understanding the rules of physics in the world. But I'm at one end of the spectrum here.
You don't know the physics of the real world, but you manage pretty well. And even if you do have a Ph.D. in physics, then most people don't and they manage just fine.
You don't have to know the physics - or more precisely the math - behind outcome resolution to have a sense of the world. You don't need to know the rules. If you do need to know the rules, it betrays a fundamental distrust of the system and/or the DM, because the only reason to know the rules is to try to wring out every last bit of advantage out of them, or to exploit or avoid their edge cases.
But none of that is IMO essential to enjoying an RPG, and to a certain extent it just gets in the way.
And you encourage people to say "I want to GM" by making a system that's nice to GM - low prep time, easy to make evocative, minimal chance of being utterly derailed or a serious arms race.
Maybe. I suspect that those things are more essential to making people enjoy GMing. What grabs peoples interest in GMing initially has more to do with the text of the game inspiring their imaginations. It wouldn't matter if prep time was low, the rules were coupled to the setting in fascinating ways, the game was inherently well balanced, and the fortune mechanic inherently cinematic and evocative if the rules didn't inspire imagination or show the GM what the game looked like in play.
And it wouldn't be hard to come up with examples of games that seem like they should work but utterly fail in the end because its not at all clear to the would be GM how to play the game afterall no matter how clear the rules are.
That's not a rules light system. That's an incomplete and poorly designed rules-heavy system masquerading as rules light.
Ok, here I'm just going to have to note your condescension and how misplaced it is. There are many things you can accuse me of with good cause, but if you are of the belief that I don't know RPG rules and how to judge them or to craft them then you are just simply quite wrong. I know what a rules light system is and how they work, and from your example, I dare say I've considered the problem more seriously than you are at the moment.
A rules light system is something like Dread where the rules go as follows:
1 Is what's being tried remotely plausible. If no, stop. If it involves god-moding, ask them to rephrase.
2: Is what's being tried challenging? If no, they succeed.
3: Name a difficulty in number of blocks needed for them to do what they are trying. Tell them to pull that many blocks. If they succeed, they succeed. If they bottle, they bottle. If they knock the tower over they die.
Neither vague nor difficult to apply other than working out how many blocks for a given action. And covers almost every situation that might come up.
Quite right.
And this is exactly my point.
Moreover, you have completely failed to notice a problem that you might have noticed had you actually spent more time listening to me rather than getting grumpy about what I was saying. You are caught up entirely in the notion of a pass/fail fortune mechanic, and you've failed to consider that at the game table, a very large percentage of player propositions aren't of the pass/fail type and don't have 'yes/no' answers. Converting analytic analog propositions into simple binary ones requires a bit of rules alchemy, and that process of
'working out how many blocks for a given action' is far more of an art form than you seem to realize.
A game like Dread is built for an evening's entertainment, and for that, I'm perfectly happy to use (and probably prefer to use) a rules light system because the rules holes don't have time to become deep enough to fall into or even stumble over that much. The game is over too quickly. The same is not true of a game that continues continiously for 400 hours or more of play.
You seem to be working under the assumption that D&D was a rules light system. That it never was. The approach was always rules heavy and inelegant.
What would we ever do without très chic D&D bashing. I don't believe that I said that D&D was a rules light system (at least, not in the ordinary sense of the term). In fact, I think I said that it was the most rules heavy system of all time; though I made it quite clear as well that whether it is due such an honor depends greatly on how we define 'rules heavy'.
And as for 'inelegant', I quite agree, but I don't think this is nearly so damning of a charge as you seem to think it is. Many things which are very functional are 'inelegant', and a great many things which are elegant are not particularly functional. So, this depends very much on whether you think true elegance is a matter of artistic form, or whether you think its a matter of functionality. I prefer the latter, and I find - after playing many many systems and reading many many more over nearly 30 years - that D&D is an intensely functional and gameable system, and I'm rather embarassed now to think how much like you I sounded 20 years ago when I was a teen aged DM that thought I knew everything.
That they take more conceptual work and that you can't do very much in terms of expansions being two more. I have Dread. I can't see how they can sell me a second book. So it's not worth a big company marketing them.
Well, at least we are in agreement on this point.
You seem to be working under the assumption that versatility automatically makes a system good.
Not at all. I'm working under several assumptions loosely or tightly held, but none of them are that. I'm working under the assumption that versitility is a desirable trait. I'm working under the assumption that its a trait in an RPG that has considerably more economic value to the publisher than virtually any other trait, making it sort of the opposite in this way of 'rules light' and 'elegant'. And I'm working under the assumption that its a trait that tends to make a game popular, because more people will tend to fit their game to that game than they would otherwise. In this way, being versatile has been alot better for D&D than being 'elegant' would have been.
Of course, you might discern by this point that I consider that to be a sign of more true elegance than the traits proposed by many of the artsy fartsy theories about what makes a game elegant. I'll have more respect for such theories when they manage to make as gameable of a game, and when their proponents understand better why D&D works and don't stupidly (as I once did in my ignorance) blame its success merely on being first.
*eyeroll*
The situation is similar. It would be d20+dex. But the situation isn't the same. 16 need not be a success this time.
For provoking an eyeroll, you sure manage to not do much to contridict me here. If the sitaution isn't the same (and indeed, isn't exactly the same), then yes the number need not be '16' this time, but far from contridicting me this is exactly my point. Already we see how quickly some fuller grasp of the system and how to interface with it intuitively reaches the player even though they know nothing yet of the rules under the hood that are used to produce those numbers.