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.
@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.)