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System Weights?

Started by PrometheanVigil, July 17, 2014, 08:35:29 AM

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gleichman

Quote from: PrometheanVigil;769954So gotta quick question for all y'all 'ta answer:

<...>

Where would you put any given P'n'P games that immediately come to mind for you in one of these categories?

Too simple of a question.

There are three elements that in combination provide the resulting difficultly of play for any game: Mass (how many rules are there),  Implementation (how difficult are the rules to use) and Concept (how difficult it is to master the tactics and strategy of the game).

Most Versions of D&D and WoD would be Mass- Heavy, Implementation- Medium, Concept- Light.

Things like RISSUS are Mass- Light, Implementation- Light, Concept- Light.

Very very few rpgs have Concept- Heavy. But for comparison Chess is Mass- Light, Implementation- Light, Concept- Heavy.

However things don't end here and can be altered by how the game is used and who is viewing it.

For example HERO System- if one needed to master the game as a GM (i.e. basically know all of it) it is: Mass- Heavy, Implementation- Heavy, Concept- Medium.

However... if the GM creates all the characters and objects and the players just run their own characters, for the Players it comes across as Mass- Medium, Implementation- Medium, Concept- Medium.

My home brew breaks down as Mass- Medium, Implementation- Medium, Concept- Heavy.


But games are seldom ran RAW, and ignoring/overriding rules is now so common that such measures are pointless except for those looking at rules and not at actual campaigns. I've see gamers completely ignore rules for even the most basic functions provided by the designs, even those in very simple ones.

In truth I think the modern gamer (with now rare exceptions) is stuck at playing Mass- Light or (at most Medium if they are rules lawyer looking for specific advantages), Implementation- Light, Concept- Light no matter what game they are playing.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Will

Z̼̺̭̺̩̫ͅA̳̣̘͞L̬̙͖̟͟G̲O͈͔͖ ̠̜͕͈̩m͎͓̜͢ạ̰̳̰͔k͖̙̘͢e̢͈̮͉s̴͙̹ ͓͚f͏̯̠̥̫̬o͇͉̝͍̰r̴̗̹̼ ̬t̟he͖͚ͅ ͞b̮̪̕e̼͕͓͚̳̱͠ͅs͔̖̥̜̜͔̕ͅt̲̼̱̟ ̹̹̼̯̣̺͝c͖̺o̼̝̜̣̣̠͝m̯̣͙͕p̩̪̣̻̻̭r̦̪̻e̢̜̪̩̬͎ś̠̟͙̟̘̜s͔i̺̥̺͍ǫ̭͉̹̬n̢̞̱ ̹̘̣t̖̹̭͎̙e̺̜̫c͏̠ḥ̺̤̳́n̩i҉͕͍͇͉͙q͍͟u̹͉̲̬̠̝̮͞e.͏͖̗͎͎̻̰͓
̱͇͚H͔̹ow̰̯̫̙͈̺͚ ̥͉͈m̳ạ̹̝n̘̕y͎ ̟̩͎̠̱̟͇a̩̥ͅb͕̭͍͙i̹̦̳͖̠̺̯͞l̝̣i̤͕̬̥t̵̜y̹͚͎̬ ̹͍̰͉̦̩͙͠s҉͕͔̲̝̤ͅc͖̬o̭r̴̼̙̥e̸̼̼s̵̫̥̘̮ ̣̬̝͔̺d̠͎̗͙o̦̼̫͙̣͟ ̳̪̳͇y̧̳̱̱̭o̰̟̲̬̱̘͡u͢ ̙̼̘̟̱͈̱n̴͕e̖̲e̙̰͍͓d̤̫̝͟?̳͇͇͚̝̘̹͞
Z̜̲͉̞̳̣ALG̩̬͓̦͓̱̜͜O̴͕ ̴̟̗̳̻͖̬ͅm҉͍͕̭̜͔ͅá͎͓n̺͈̯͇̯y̯.̡͍̬̖͖͓
̤̞̜͎͇́ͅI͏̘̥̤͙͓̳̥t̥͕̫̤̯̹͇ ҉̦̮ͅs̞̙͉̫̗͜h̴̠a̮͕̳̼͚̪͢l̗̥̰͓̗̱͜l̺̰̲̙ ̺̯͍̗͎̺̹d̡͖̟̜e̠v͕̺͝o̶̘͍u̞̰͍͔̞̬r̲̣ ͇̳͕͚̫̖a̺̫͓̱̳̫̹͟l̷͎̟̺l͔͉̫ ͚̥o̻̪t̝h̝̰ͅẹ͚͚͝ͅr͓͙̟ ̨̻̯̞̳̱̪s͈̞̪͔y̝͚̲̦̙̫̪s̳̦̗̘ṱ͜e̮̙m̳̙̭͎̪s̞̪̯̲͢
̙̹̪̳͇I̷̫̖͖̺ǹ ͖͓̫̦a̢̰ ͍̭͔m̥̱ͅe̮̪̝̫̞r͈̣̫͈̤e͚̪̲̤ ̢w̠̯̺͚̥̜a̵̜̬ͅv̛̝̙e̠͓ ̲ò̯̩̥̗͕͍f̠͈́ ͖͈͎̥̺ͅa ̭̭̗̭̩p̬̪̞a̞̜͢ģ͓̹͍͕͖͚e̵̮̞.̼̫̰̭̙̪
͇̗̦̕
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

David Johansen

Brian, I think he has you there.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

gleichman

Quote from: David Johansen;770462Brian, I think he has you there.

It is true that nonsense rules today's RPG boards (and just about everything else as well).
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

David Johansen

I'm not sure about that.  Back in the day nonsense ruled the rpg boards and it was fun.  Then some asshole decided he should be a moderator and mock anyone who disagreed with his largely unstated and uncodified ethos.

So, I'm not sure nonsense is the problem.  It's more likely stupidity that's the problem.  It can be hard to tell one from the other some days but the later gets my hackles up and the former makes me smile.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Phillip

At some point, probably well short of Risus, a rules set is too shallow to win much enthusiasm.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Omega

Quote from: Phillip;770628At some point, probably well short of Risus, a rules set is too shallow to win much enthusiasm.

Depends. TFT at its core is absurdly light. But its still popular even now.

Phillip

TFT has as much depth as contemporaries such as RuneQuest, DragonQuest, and Advanced Dungeons & Dragons.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Phillip

Tunnels and Trolls, 1st/2nd ed. Gamma World, BX Dungeons & Dragons, the Pacesetter line (Chill, Star Ace, Timemaster), Marvel Super Heroes and Savage Worlds come to mind as "light but not too light" to get a devoted following.

R. Talsorian's Dream Park had a pretty nifty little rules set, but I don't think the topic had enough draw. Playing a character playing a character in a virtual-reality game? Maybe it was just ahead its time.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Ravenswing

Quote from: Omega;770642Depends. TFT at its core is absurdly light. But its still popular even now.
Yeah, I've always felt the same way, and always used TFT for convention runs where I've got to go start-to-finish in four hours and am disinclined to explain rules.  See that (modest) list of skills on your sheet?  Roll 3d6 at or under your DX to do that thing if it's physical.  Roll 3d6 at or under your IQ to do that thing if it's mental.  Done deal.
This was a cool site, until it became an echo chamber for whiners screeching about how the "Evul SJWs are TAKING OVAH!!!" every time any RPG book included a non-"traditional" NPC or concept, or their MAGA peeners got in a twist. You're in luck, drama queens: the Taliban is hiring.

Soylent Green

Quote from: Carcharodon;770096Depends which version of Fate it is. Fate Accelerated Edition is pretty light, I think.

I agree, the version of Fate matters a lot in this respect. If you ever picked up a copy of Starblazer Adventures, light is not the first word that comes to mind.

I think Fate often get's mistaken as light because it tends to less detailed in areas other games are crunchy like equipment. Fate tends to put its crunchy bits into areas many other games just handwave passed so it sort of balances out.

I would say WoD is pretty heavy really, if only because half of your stats are in Latin and probably found a very pretty but totally illegible character sheet. Also, combat in Scion.
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Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Will

Soylent: I think another factor in Fate being confused for light is that it's heavily story-driven, which is most commonly seen in Indie and system light games.

Fate is kind of unusual in having a rather traditional skill system and other elements; people talk most about Aspects, so folks unfamiliar with the game assume that's the biggest part of the game.

But a great deal of the game is 'you are trying to do X so roll your X skill.'
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Phillip

#27
Quote from: Ravenswing;770714Yeah, I've always felt the same way, and always used TFT for convention runs where I've got to go start-to-finish in four hours and am disinclined to explain rules.  See that (modest) list of skills on your sheet?  Roll 3d6 at or under your DX to do that thing if it's physical.  Roll 3d6 at or under your IQ to do that thing if it's mental.  Done deal.
Actually, by the book, many skills and circumstances are exceptions. You might be tossing 4 or 5 dice, less 1 one dice for this Talent, plus two pips on your attribute for something else, minus so many pips for encumbrance or whatever.

Then there's combat, with a rules set that originated as a 1:1 hex-and-counter wargame. It may be "absurdly light" compared with 3e or 4e D&D, or descendant GURPS, but for its time even the basic Melee/Wizard rules were notably detailed and the Advanced even more so.

Then there's making magical and alchemical goodies. Again, not rocket science compared with stuff three decades later, and arguably simpler than C&S, but a lot more than the near or even total absence of rules in popular contemporaries.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Doughdee222

Back in the 70's and early 80's the Avalon Hill company used a 1-10 scale to rate the difficulty of their board games. 1 being childishly simple and 10 being so complex only the designer knew how to play, maybe. Most of their games tended to fall into the 3-7 range which offered a good balance of depth and flexibility without having to consult the rules every 5 minutes. But some of their most popular games were in the 8-9 range. If I recall correctly Squad Leader was an 8 while it's expansions such as Iron Cross were 9s. I think Panzer Leader was also and 8 (or was it Panzer Blitz? Get those two confused.) Third Reich was a 10 that gained a fan base. At that level you played with one hand constantly holding the rules.

Some games had a variety of scenarios or steps that changed the ratings. Wooden Ship & Iron Men was mostly a 5-6 difficulty game but some of the larger scenarios earned 7 or 8. The Magic Realm game used a system of steps to explain the rules, I think 7 in all. The first few steps were relatively easy, setting up the board, basic movement, etc. But when combat and spells and monsters were introduced the difficulty escalated. I believe playing the entire game rated a 9 difficulty. Freedom in the Galaxy was basically a Star Wars ripoff RPG boiled down to a board game and had three levels of play. The first was about a 4 difficulty and not much fun, the second was about a 7 and better but still lagged. The third was a 10 which had potential but was too difficult for most. The game never caught on although it may have had a small fan group.

Phillip

#29
Count me among the small fan group of Freedom in the Galaxy, mainly because it's packed with flavor.

The original Squad Leader is not so complex compared with RPGs with an order of magnitude more pages and individual rules, and it was (probably still is) the all-time bestseller in the board wargame field.

Panzerblitz is much simpler, although sequels Panzer Leader and Arab-Israeli Wars add complications. From what I remember, not having played it in years, I'd put PB roughly on the level of Basic Dungeons & Dragons. It was a huge seller before SL was published.

Rise and Decline of the Third Reich is much as RoleMaster has been in my experience: pretty smooth with expert players, rough going for novices. Likewise Advanced SL with bells and whistles (not so much with a subset closer to the pre-supplements original).
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.