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*TTRPGs General
Rules-Lite VS "Crunchy" TTRPG Systems
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<blockquote data-quote="innerdude" data-source="post: 9292126" data-attributes="member: 85870"><p>Some of it depends on mindset.</p><p></p><p>There are some "rules lite" systems that are really just trying to pare down the "traditional" RPG experience by offloading work to the GM.</p><p></p><p>Some "rules lite" systems are a reaction to some of the built-in, assumed standard operating procedures of the long-standing RPG heavyweights (primarily D&D and V:tM / White Wolf) moreso than they are a reaction to "too much crunch." For these systems, the point of modifying or reducing the rules density is to develop a new mindset around the playstyle mechanisms. They want players and GMs to <em>think differently </em>about what they're playing at least as much as they want the actual play to be different.</p><p></p><p>For example, I've played Tiny D6 quite a bit. With the right setup, GM, and worldbuilding, it's tremendous fun. But it's not trying to do anything differently than D&D; it just wants to be "Basic D&D without all of the rules headaches, just talk to your GM instead."</p><p></p><p><em>Ironsworn, </em>on the other hand, is a rules-light-ish system that asks you as players/GMs to do and be participants in much different ways than D&D. It's still tabletop roleplaying, but there is a distinct and obvious shift in how to approach the game internally that makes a dramatic difference in play vs. Tiny D6.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9292126, member: 85870"] Some of it depends on mindset. There are some "rules lite" systems that are really just trying to pare down the "traditional" RPG experience by offloading work to the GM. Some "rules lite" systems are a reaction to some of the built-in, assumed standard operating procedures of the long-standing RPG heavyweights (primarily D&D and V:tM / White Wolf) moreso than they are a reaction to "too much crunch." For these systems, the point of modifying or reducing the rules density is to develop a new mindset around the playstyle mechanisms. They want players and GMs to [I]think differently [/I]about what they're playing at least as much as they want the actual play to be different. For example, I've played Tiny D6 quite a bit. With the right setup, GM, and worldbuilding, it's tremendous fun. But it's not trying to do anything differently than D&D; it just wants to be "Basic D&D without all of the rules headaches, just talk to your GM instead." [I]Ironsworn, [/I]on the other hand, is a rules-light-ish system that asks you as players/GMs to do and be participants in much different ways than D&D. It's still tabletop roleplaying, but there is a distinct and obvious shift in how to approach the game internally that makes a dramatic difference in play vs. Tiny D6. [/QUOTE]
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