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