This doesn't mean that crunchy automatically means better, but the rules-facilitated process of TTRPGs is inherent to the form, it's a requirement, and the crunch is necessary for a reason. Robust rules build shared physics and give contour to the game's reality, they create opportunities for the unexpected and unlikely which requires enough inputs for people to *have expectations*, it provides opportunities for complex meta-storytelling where the rules themselves inform how the world is interacted with, what is trustworthy, etc.
Rules lite systems inevitably eat away at these crucial aspects of tabletop gaming. Just play Munchkin, there's literally nothing wrong with that!
@PallasRiot I disagree. I find that a well designed rules light system is more comprehensible, so the rules are more likely to be understood and followed. I also favor a lot of improvisation. It's a different style of play.
As for capitalism, I think they want to sell stuff without regard to whether people use it.
@foolishowl There are very nearly zero ttrpg systems that are too complicated for someone to learn if they're interested in the hobby.
Rules lite systems are fast to produce, require far less play testing, fewer contributors, etc, they're in vogue because they're cheap and don't require much labor to pump out. Many of the studios that used to employ a bunch of designers have long since fired their teams down to the bare bones and "streamlined" their games because pumping out cheap material with marketing tie-ins is more profitable, and small operations favor rules lite systems because they don't have the capital. It's the Amazon-ification of the ttrpg market.
@PallasRiot People will learn complex TTRPG systems if they want to learn complex TTRPG systems. That's not everyone.
Nearly all of the marketing tie-ins I see are specifically for D&D 5E, or Warhammer 40K, or a handful of other games from major game publishers. I've gotten a few buttons and a tee-shirt from crowdfunded games, but I don't think that amounts to much.
Most of the rules light systems I know of are sold for a few dollars online by indie designers. There are definitely some corporations making money off being intermediaries, though.
@PallasRiot @elexia It's role-playing. It's a game. You can do it sitting at a table.
I think that sort of free improvisation is foundational to the hobby.
I was reading an interview site with one of the players of Ed Greenwood's home campaign. She described how she didn't bring dice to a session because she knew they wouldn't be doing any combat that session.
@elexia @PallasRiot In the 90s and 00s, there were heated debates about how to formally define and classify TTRPGs, which in retrospect were pretentious and tiresome, but at least I felt they articulated that there's a wide variation in game design and player experience.
I'm still puzzled by the idea that "rules light" is about capitalism flooding the market. Most examples of "rules light" games I know are written by individuals, and a lot of them are given away for free. PBTA and BITD have publishers behind them, but small ones that are dwarfed by Wizards of the Coast or Games Workshop.
(Personally I think of PBTA and BITD games as kind of medium. By "rules light" I think of things like 24XX or Cairn, which are only a few pages long.)
@elexia @foolishowl I'm arguing that market conditions that produce a lot of Marvel movie style slop is bad for movies in general, and that there is a difference in quality.
Or to use a different example I don't actually care if someone really enjoys McDonalds, that's their business and doesn't effect me. I'm not making an individual consumptive argument. Economic and social systems that produce a lot of McDonalds and not a lot of home cooked meals are producing worse food though, there is actually a difference in quality that we can point to.
@PallasRiot @elexia That's the funny thing. I'd have compared rules-light games to home cooking and rules-heavy to prepared foods with a lot of additives.
EDIT: well, I suppose I'd think of the rules as more like cooking utensils and ingredients.
@PallasRiot
I think the conventional separation here is kinda dubious because it's slapping a linear continuum on what's more of a multi-dimensional space.
This comes from experience with PBTA, particularly seeing a mix of good games and bad games — the former have many of the virtues of the "rules heavy" game you mention with a structure most people call light, while the latter end up committing the cardinal sins of "rules light" (half-baked, generic, doesn't do much) that you mention here.
@PallasRiot
A lot of this has to do with what the rules *do,* imo.
Part of the hostility towards the big-book games is that a lot of them carried around rules that didn't really work, didn't really add anything, or bogged the game down in reference-hunting or plodding procedural resolution.
But you're very much right that a common failure mode of "rules light" design is "step 2. draw the rest of the owl" — a homeopathic game, a barely-there sketch of a game you gotta finish building in play.