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Episode: 3325
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Title: HPR3325: Games and rules
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3325/hpr3325.mp3
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Transcribed: 2025-10-24 20:50:38
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---
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This is Hacker Public Radio Episode 3,325 for Friday,
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the 30th of April 2021.
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To its show is entitled, games and rules and is part
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of the series table top gaming it is hosted by Clot 2
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and is about 25 minutes long and carries a clean flag.
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The summary is talking about the conundrum of rules light
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and rules heavy game systems.
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This episode of HBR is brought to you by
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An Honesthost.com.
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Get 15% discount on all shared hosting with the offer code
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HBR15. That's HBR15.
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Better web hosting that's Honest and Fair at An Honesthost.com.
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Everybody you're listening to Hacker Public Radio. My name is Clot 2
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and in this game I want to talk about gaming.
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Actually specifically I want to talk about game rules
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and the quantity of rules in a game.
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We've been playing a lot. I've been doing the Hacker Public Radio
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RPG club in which we play a bunch of everyone's invited by the way
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if you want to ever play a tabletop role playing game.
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Every month we or so we swap out what system we're playing
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and just play a different game every month or four to five to six sessions
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and then we swap. We switch systems so it might not be exactly a month
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might be a little bit over whatever doesn't matter.
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Point is that's what we've been doing. It's been a lot of fun
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and it's exposed all of us to a lot of different game systems
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that we may or may not have any experience with before and it's been great for me
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because I've been so far game mastering the games
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and that's been great because some of these games I've played but never
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game mastered or I've only game mastered once and really want to
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game master again so it's been it's been fun all around but one of the
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things that it really does highlight are the rules of a game.
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How a game is kind of constructed and put together and what makes it a game
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and all of these big questions and this isn't a question that
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I have come up with myself this is a classic question and conundrum
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within the tabletop role playing community or even and even any tabletop game really
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is it's the question of how many rules are too many rules or how many
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aren't enough and this applies for like I say lots of different games
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you have board games that have a lot of maintenance sometimes
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like between turns you have to move tokens around or shuffle decks of cards
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or or you have turns that require lots of different stages
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or whatever it can become a lot to think about and for some people that really
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kind of kills the fun that that kind of high maintenance
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makes it not really feel like a game anymore and it feels more like work.
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For other people that's like that's the fun part the fun part is the maintenance
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is the the moving of different tokens or the removing of elements or the
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shuffling of decks or whatever it is that's the fun part that's the computation
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kind of programming your your obstacles that's why it's a game
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and this is true in role playing games as well the most popular role playing
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game in the world and the first one the one that started the the the whole idea
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of it is Dungeons and Dragons and it's it's main
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player hand like the book that you have to buy in order to play the game
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is something like 250 pages long so that's um 314 or so pages long
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that's that's a lot of pages and of course not every single page has a new rule on it it's not
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it's not necessarily 314 rules to remember but there is a there there's a lot in here
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providing context about how the game is played
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and what happens under certain situations and what certain terms mean in context of the game
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and what kind of abilities you can choose from and so on so that's that's a lot of rules you could
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call this a fairly rules heavy game and of course the intent isn't for you to know all all of the
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rules when you start playing the the idea is that you can play with basically the the one rule
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over writing rule which is roll a 20-sided die adds add add some kind of bonus to it based on
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on your character and if you if you hit a certain number then you succeed and if you failed to
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get that get that number or greater you you fail that's it that's that's the game it's it's a
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kin to flipping a coin and choosing heads or tails except instead of flipping a coin you're rolling
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a die and adding some numbers to it and that's that's the main thing that you need to know once
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you know that you can start playing D&D and if that was the only rule that you took away from
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from D&D then you would have sort of created a subset of D&D that is particularly rules light
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because you would only have that one rule and there are games that champion themselves for being
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light on their rules now to be fair as I as I say this Dungeons and Dragons and Pathfinder and
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Starfiend and all these other rules heavy games even shadow run to be fair if you condense the
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rules down without all of the contextual text kind of explaining what the rule means and and
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maybe adding some some some some flavor to the to the game world if you condensed it all down you'd
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probably only have about five or ten pages of rules and you can do that and they do that I mean
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they have dungeon master screens which are usually about I don't know four panels of of
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approximately letter sized pages you know so four pages with a bunch of rule summaries written
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on them so that a dungeon master can kind of prop that up on the table in front of them as they're
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playing the game and refer to just these quick summaries of of the rules and that is very useful
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and it does show I think it demonstrates that even though we're looking at a 300 page book if you
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condense it down into just the stuff just the facts into the almost the pseudo code of that game
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then it's not anywhere near 300 pages so that's a good thing but it's still considered a rules
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heavy system because there are other games out there that are literally distributed on one page
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or two pages like front and back and that's it so there can be really really rules light games
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and of course such as that it's the nature of humans you don't really need to use any of these
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systems you can as I've already said literally just flip a coin if you want if you want to play a
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pretend storytelling game with a bunch of friends and you decide well what we'll do is anytime
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that the the imaginary characters that we talk about together anytime that there's a a conflict
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of interest or a a conflict of well I guess that would be a conflict of interest whether it's
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between us the players or our characters and some imaginary element in the world will flip a coin
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will assign a value to the heads and the tails and we'll do whatever the coin tells us to do so if
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we come up to a river and we want to cross that river there's no bridge we'll we'll say if its
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heads will swim if its tails will try to find a route around the river by just going heading north
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and looking for a bridge and so you flip the coin and you do whatever it tells you to do then once
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you're in if if you've got heads and you're swimming well maybe someone has the idea that there's a
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monster in the water and it's going to attack your character now you need to decide whether you
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fight back successfully or not you flip a coin and so on so it can be very rules light doesn't
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need to be a big deal but conflict I think in in this question of whether you want lots of rules
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or next to no rules is well a couple of things first of all whether or not you like rules like some
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people like the rules that's the code of the game quite literally and and that's the part of the
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game that makes the experience fun for them I'm one of those people I quite like rules I really
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enjoy processing them I enjoy seeing what happens when different situations invoke several rules
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and you have to figure out what in that situation would actually sort of take precedence and so on
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so I I enjoy that that's part of the fun for me now there's all there's also I mean for some
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people I should say that's not the fun part right that that feels like homework it feels like labor
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it is not fun it is something that you have to work at and it just takes away from the fun part which
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is maybe chatting and laughing and having fun with your friends so I understand why people would
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not like rules aside from rules though there is that element of other humans that you're playing a
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game with and I'm gonna call this element trust so if you play role playing games in tabletop games
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just with friends with like really good friends then you probably maybe let's say probably for now
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you probably have a high level of trust in those friends and I'm I'm using trust it meaning it's
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sort of in a very broad sense you have trust in them that they are going to work as hard as you
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are working to to both have fun and to ensure that your that that everyone else at the table is
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having fun so that's that's kind of the expectation among friends we we got together this evening
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to play this game and everyone here should be having as much fun as anyone else and we're all
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going to try to ensure that that happens and I'm sure that I mean I hope you've been in that
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situation before where you're just with a bunch of trusted pals and everyone is concerned about
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everyone else making sure that everyone's having fun if they don't like the drinks that they got
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you make sure that they get a drink that they like if they don't like the game that you're playing
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you make sure that the next game you play they they they really really enjoy they get to choose the
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next one or whatever the situation might be whatever it may be there's just that sense of trust
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for one another that everyone has everyone else's best interests in mind and if you don't have that
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then in theory it could be a lot less fun because now you've got people sort of almost working against
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each other potentially and that's not fun um although that is part of a game traditionally speaking
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in a game there is that um well there's a competitive spirit there is the game the the game part
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the game is a funny word I'm I'm discovering because we could just say well we're playing a game
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meaning well we're doing a fun activity and that's the game we're doing a fun activity to other people
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game that term it means we are doing an activity that we find nominally fun and we are both very very
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invested in who wins and who loses and that's a very kind of that's a different kind of game right
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I mean there's playing a game and then there's playing a game almost a sport almost so game is a
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funny word but but this this idea that that people at the table are not only having fun but also
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sort of they're being competitive that is an important element of gameplay like for it to be a game
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there has to be stakes someone must be able to win or lose and indungeons and dragons and
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mini tabletop role-playing games well in most all I would almost say all role-playing games um
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that that there's this weird turn of events where it's a cooperative game so you're not actually
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playing against the other people at the table and some people find that very hard to understand
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as to why you would gather and play a game in which you're not playing against each other you're
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playing together to win some sort of imaginary obstacle or to conquer some imaginary obstacle
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so there's not really that sense of winning and losing in a role-playing game although there is as
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well there's there is the imaginary obstacle that you've chosen to try to defeat but you're not
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being competitive towards one another but the competitive spirit that is the generation of
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it being a game with highest stakes and risks and that sort of thing is an important element
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of role-playing so I've got in my head sort of one of those triangle logic things of where you've
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got the three nodes and you can choose any two of them so the nodes are rules trust and competition
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and I think when considering whether you I don't know prefer or whether you would like to try or
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whether the game that you should take to to your friends would be rules light or rules heavy
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I think that you can choose two of these things so for instance if you are quite into rules
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such as I am then you're going to find yourself in a situation where you can choose to play with
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people that you trust in which case you're not going to really need to force competition you
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got people who you trust and you've got a book of rules that essentially create competition because
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there are a bunch of rules there and everyone trusts one another and so they they they feel
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confident that we're all going to make sure that this game is fun for everyone else we don't need
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to impose competition according to a book because that sense of risk and of struggle and ultimately
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hopefully success is going to come from the players and the game master themselves they're going to
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generate the game-iness of this experience by following the rules that we've decided so you
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can take your rules and you can play with people you trust and you don't have to worry so much
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about whether there's a game being generated you just you you have that taken care of between
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rules and trust on the other hand maybe you're taking your rules heavy system to a convention
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and you're playing with complete strangers you've never met before you don't particularly trust
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them you don't know why they're here other than they want they say they want to play this rules
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heavy game so you can't necessarily necessarily rely on them to make this an enjoyable experience
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for you you're going to have to lean on the rules and on the the the game system itself to ensure
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that there is a game there that there is conflict enough conflict for the players to have to work
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at at six to to to work for their success enough competition for the game master to enjoy
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running the game that the monsters are going to be well-defined and they're going to have tactics
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described and exciting abilities and things like that so the game master isn't going to get bored or
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just feel like they're a they're a machine just doling out the the text of the game so you have
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your rules and your your your competition and and you don't need the trust because should anyone
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I don't know try to game the system and cheat I guess gaming the system and cheating aren't
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necessarily the same thing anyway if someone tries to cheat it's not going to be like a problem really
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because you have the rules right there and they're going to tell you that no you can't do that
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and by the same token if someone's just sitting there not really interacting it doesn't matter
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because you've got everything laid out you've got competition sort of baked into your gaming
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system so that's that's everything descending from the rules node I guess in a rules heavy system
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so now let's look at what would happen if you got rid of that rules node so you're you're going to
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play a rules light system meaning that you're left with trust and competition meaning that in order
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to have an enjoyable experience I think this is my opinion I guess but my logic is that in order to
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have a fun experience with rules light you need you need those two other nodes you need trust
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and competition you need to trust the people you're playing with that they're going to make
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this experience fun for you and that you're going to make this experience fun for them and that
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there's the competitive spirit present to some degree and I know that rules light I think a lot of
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people who enjoy rules light actually one of the things that they associate I think with rules is
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sort of a negative competitiveness and so the word competitive here is is a little bit awkward
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but essentially I just mean there there once again needs to be some kind of of positive in-game
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conflict to make this more than a bunch of imaginary characters just sitting around their living room
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sleeping like there there needs to be something happening in the game world to make it some kind of
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game like to to there there needs to be a purpose to this scenario and as long as you trust the
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people that you're playing with and someone's got a good idea of what's going to stand in the way
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of the of the game characters to create conflict or competition or whatever then you'll do
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fine with rules because when something comes up that isn't defined in your your your your the
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couple of rules that you're using then you trust each other to make honest and earnest calls that
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both that that that make the game fun but possibly also ties into that that conflict again it's
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the difference between for instance saying that your character has to go into an office and try to
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uncover some recover some secret classified information so your character's in there
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rooting around in the in the desk and a secretary returns from his lunch break outside in the
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outer office now in a rules heavy system there'd be some there'd be some check to negotiate
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whether that secretary hears your character rummaging around in the in the inner office and the
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the results of that die roll would determine exactly what happens next or maybe not exactly what
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happens next that's what the game master would be for but but certainly it would determine whether
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the secretary detects your character or not in rules light though you've got people you can trust
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and you got people who are going to keep the game a game and so rather than doing a die roll someone
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whether it's the game master or just another player kind of depends on what kind of system you're
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playing someone decides that the secretary does hear you now first of all if you don't trust your
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your your your fellow players or your your game master then that seems very arbitrary and sort of
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like a little bit of a betrayal right I mean why did the secretary hear surely the secretary is
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distracted right now there's phones ringing and and he just came back with his coffee he's
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concentrating on his coffee like any sane person would oblivious to the rest of the world so
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obviously in your mind the secretary would not have heard it heard you so the trust factor
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is important here because that means that even though the secretary heard you you trust that your
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players have a good or that your game master somebody has a good reason for deciding that the
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secretary has detect and that good reason according to my little triangle logic here is the
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competitive spirit and that is to to to make sure that there's just enough conflict to make
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this a fun experience and so not only has the secretary heard you with a good group that you
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trust and who has a competitive spirit not only has the secretary heard has heard you but by some
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unlikely chance it happens that today was the day that the district manager was going to stop by
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and check out the operations here so the secretary walks in mistakes you for the district manager
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who is imminently going to arrive and inspect the facility hands you a coffee and a super nice to
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you and tries to get you to come to the the meeting room for the important one o'clock meeting and
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boy now you're in a pickle because now you're impersonating the district manager you still need to
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get that classified information back in the other office and everyone's being super nice to you and
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is trying to make sure that you give them high marks on their review so that would be for instance a
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way of i mean that's probably went on with that example a little bit longer than necessary but
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but the the idea here is that you can rely on your players on your fellow players to make up for
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things that just aren't in the rules and even even in in what you might think are our violations
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of of fairness things that you think are not fair in the end it becomes totally worth it and
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that that's an important thing to to keep in mind i think because there is there's another way
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without this triangle of logic um there's a way of just looking at this and and saying rules light
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rules heavy rules light rules heavy let's do rules like because that seems really easy and rules
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heavy seems like homework which is a fair call like that's totally fair if that's the way you feel
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or you may apparently think you might you might like rules heavy games normally but you might think
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well i don't have a whole lot of time to prep for this game or you know these people haven't really
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played a lot of role-playing games so i should just choose something rules light to keep it simple
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and you might think that's a very reasonable call to make and it might be but you do have to
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realize that if you're foregoing the rules then you do need to have that trust in that competitive
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sensibility or else things may not go as expected people might call you out on a certain ruling or
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whatever or you may you may find problems with the way that someone's playing the game maybe they're
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they're taking advantage of a situation or whatever and that's that's it that's rules light rules
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heavy i'll tell you how i i sort of i i got a little bit anti-rules light for a while i mean
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i guess deep down i still am if i'm honest um but there was a a game that i was playing with someone
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or with a bunch of people and the game master was new to me and he he had this game that he was
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playing that was said to be rules light i guess it was i mean there there there's lighter but he had a
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fairly light system that he was playing and i had attacked a monster my character attacked a monster
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with a shotgun uh my character with a shotgun had attacked a monster the monster didn't have a
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shotgun shot it in the face or whatever and it had apparently no effect on the monster whatsoever
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now granted if it's part of the lore of that world that shotguns don't hurt these monsters i can
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accept that but that wasn't the case or if it was there wasn't a ruling about that and as far as
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i could tell it was simply an arbitrary is it convenient for that shotgun to have slowed down
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the mountain that the monster right now or is the monster going to continue doing the action that
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the game master wanted it to go through to do anyway and there wasn't really any way to tell
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i didn't know the game master enough to know whether it was simply inconvenient for a shotgun to have
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his monster at that point or whether there was something about the world that dictated that the
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shotgun had no effect and so all i really had i was losing two nodes right i i had no rules and
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i had no trust so all i had was this competitive edge that i was feeling like there's conflict
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right here in the game and and this needs to be solved i shot a gun at it and and it didn't work
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and that was pretty frustrating so i think that rules light can be really really fun but it can
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also be very very dangerous without those two other nodes just as a rules heavy game can be out
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of place sometimes in certain settings with with the wrong people so it depends on situational
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factors and preferences and things like that just keep in mind the the different elements at play
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because it's very frequently not as simple as this has too many rules or this doesn't have enough
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rules there's i guess a bigger context to consider outside of this thing and as i've said already but
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we'll say again here you are invited to the hacker public radio rpg club if you've never played a
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role playing game and want to try then you are welcome to play with us you are at a distinct
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advantage in a way by playing with the hpr rpg club because we are switching out the game every month
|
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so everyone in the group becomes a complete newbie once once every 30 days or or they're about
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so if you've never played then this is a great opportunity to get in where where everyone at
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the table is equally as mystified as you will be and certainly i think a lot of us are very very
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eager to teach and help other people discover this really fun hobby so you are certainly certainly
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welcome anytime you want um subscribe to the hacker public mailing list for updates on when the
|
||||
next game is going to be it's a fairly low traffic mailing list and i just post my notifications
|
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there for now thanks for listening talk to you next time
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you've been listening to hrpublic radio at hrpublicradio.org we are a community podcast network
|
||||
that releases shows every weekday Monday through Friday today's show like all our shows was
|
||||
contributed by an hpr listener like yourself if you ever thought of recording a podcast
|
||||
then click on our contributing to find out how easy it really is
|
||||
hacker public radio was founded by the digital dog pound and the infonomicon computer club
|
||||
and it's part of the binary revolution at bnw.com if you have comments on today's show
|
||||
please email the host directly leave a comment on the website or record a follow up episode
|
||||
yourself unless otherwise status today's show is released on the creative comments
|
||||
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|
||||
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