Rules-heavy to rules-light

There’s a great little article at Gnome Stew about switching from rules-heavy games to rules-light games. Being one who likes to try a plethora of various RPGs from time to time, and in particular a lot of the new indie games, I found this article helpful, if even just to reinforce the conclusions I’d already come to.

One of the unexpected results of jumping to a rules-light system is that the GM has to answer many of the questions that come up in play. Another way to put it: Actions still have consequences; there just aren’t tons of rules explaining those consequences, so your workload may increase. In the long run, this is a good thing because of the flexibility it brings to the game, but for there is some on-the-job training.

via Gnome Stew

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Curt

Has been the Dungeon Master for the group since the early nineties. It all started when a school friend’s mother ran U1: The Sinister Secret of Saltmarsh for him and some friends. Enthralled by this new thing he'd discovered, he quickly assembled a group of his own and began running games. From that point forward, he was hooked and hasn’t looked back since. He’s run games that run the gamut from old school to indie, and is always looking to try new systems or tinker with existing ones.

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