Nobody has made this claim. You're tilting at windmills. Or a 'straight up Strawman'.Zak S wrote: (You're Not Having Enough Fun Fallacy)
1.. People who claim that rules with more detail are better for all possible groups have still refused to provide an example of a test or fact which could disprove their claim. Without that, the claim is not rational and they should stop doing that.
This is really annoying. If you feel something has been overlooked, you could, you know, post it. Or quote yourself if you feel generous. But once again, I will point out what that I am familiar with what you're saying. Once again, you're guilty of a false equivalency. Let me explain after the next quote.Zak S wrote: (See page 11, my second comment, item #2)
There are two pizzas. Nobody has to pick toppings off of a pizza. In fact, there are thousands of pizzas, and everyone can get the toppings (rules) that they want. As has been said multiple times (and I'm not going to start referring you to the posts instead of continuing to say it), whether you're making a rules-lite or rules-heavy pizza (very few toppings or very many toppings), you always have to include enough of everything to actually have a pizza when all is done. The contention remains every game should have at least the minimum required number of rules to function.Zak S wrote: (Left Handed Scissors Fallacy, Everything Pizza Fallacy)
3. People who have argued that a game designer needs to only consider the larger audience that may need more detailed rules, and therefore must design a game that is going to be suboptimal for Rulings-not-Rules GMs because of the cost to those GMs and tables of search-and-handling or memorization have failed to explain why exactly designing a niche product would be bad in any way.
For the last 15 of the 18 pages, you've been a whiny git who keeps claiming 'they should make a pizza for me that doesn't have any crust!'. If I give you a pile of toppings and a can of tomato sauce, that isn't a pizza.
Since you have a tendency to fail to respond to everything people say, I'll retread what I said above. In so far as right-hand-scissors are 'more useful' than left-hand scissors, they are 'better'. If you could only have one, the world would be better off if you picked the right-hand scissors. But there's no reason you can have only one. If you have right-hand scissors and left-hand scissors, either way, if you sell scissors, you need to manufacture them so they work in the hands of someone. Since a game functions when it has at least the minimum number of rules required to to function your claim is that manufacturers of left-handed scissors can ship them as two unconnected 'knives' - and the end-user has to figure out a way to connect the two together to start cutting.Zak S wrote: The only counter to 3 given so far has been arguments which would also define right-handed scissors as better than left-handed scissors (they make more money!) and would define a pizza with everything on it as always "superior" to a pepperoni or vegetarian pizza (either party can pick items off to get what they want!).
No, they haven't. I'm tempted to quote you explaining how important reading comprehension is and wailing about how people need to stop failing at reading comprehension.Zak S wrote: The disadvantage of the most obvious solution: having both detailed and undetailed rules (which would require more rulings) in print, published by different parties and designed by different parties, have been left unaddressed.
Having both is good. You're tilting at windmills. There are different audiences for both rules-heavy games and rules-lite games. If you happen to prefer one over the other there's no problem with extolling the superiority of your chosen type. Any sports fan knows that choosing a team involves the abandonment of logic. As a Raiders fan, I can extol the superiority of my team even when every reason I consider them superior is objectively wrong. Humans get to be irrational and respond emotionally. Now, once you accept that having both is good, please agree that each should include at least the minimum number of rules to function.
The original contention is that game designers should not fail to include rules necessary to the functioning of their game because the end user can 'figure out something'.
And that bothers you? You're demanding an apology from the internet for being mean to you? You may want to reconsider your priorities in life. But since you brought it up, nobody is saying that. You're tilting at windmills. This is where I'm obliged to ask you to put in quotes of people saying that. Then, I'm going to demand that you ask clarifying questions since you clearly misunderstood what they were saying. Oh wait, I'm not going to do that - that would make me an ass.Zak S wrote: (Random Smack Talking)
4.People who have attacked the veracity of my claim that my game is fun for the people in my group and we like it and it works have provided no evidence at all and have not mounted any challenge to the evidence supporting my claim.
Since you've had difficulty understanding what people have said up to this point, I'll try to summarize it for you. While all people that have ever played in your game or may ever play in your game may be having fun it remains possible that they would have MORE FUN if you did things differently. This does not mean that you would need to run a 'rules heavy' game. But, for example, imagine that future traveller came and offered you every 'ruling not rule' that you ever planned to use. That would be 'the rules' as long as you are 100% consistent. Some people would have MORE FUN with access to that document. Without it, some people would have MORE FUN if they were able to guess with 100% success how you would rule each inquiry for a particular action. This remains hypothetical. Your players may be happier with the system you use - but there remain reasons why you, as the DM, may fail to notice how it could make some players happier to know the 'rulings' in advance. This is true whether the game includes 1 rule (ultra-rules-light) or is extremely rules-heavy.
Your statements appear to make the following claim:
1) I don't learn the rules in advance, so when something comes up I decide how to do it on the fly (rulings not rules)
2) Once I make a ruling, I write it down in a big book of rulings, and whenever it comes up again, I refer to it if necessary because consistency is important to me. Despite my issues with the costs associated with referring to a rule during the game, my rulings are so obsessively cross-referenced and indexed that I never suffer any loss of time referring to them.
3) Oh wait - I never said I have to index them. The fact is, my rulings are always perfect, anyway, so if I forget my rule, it's okay - I just make a new ruling, and since they're always perfect, it happens to be exactly like my first ruling that I never remembered.
4) And you may not like my system, but all my players are as happy as they could POSSIBLY be. My system is the best for all the people that have ever played or will ever play at my table because we're still playing!
I could quote you extensively to explain why you have created this impression, but that's a lot of work, and I don't feel like it. Let me instead say, see Zak S, all posts in this thread.
deadDMwalking wrote:It is clear after 18 pages that you, and Fuchs, think that this thread is about 'why rules-heavy games are better than rules-lite games'. It's not. It never was.
Again, you fail at reading comprehension. You may be claiming that you're not talking about why rules-lite are superior to rules-heavy games, and that would be true. You're talking about how rules-lite games ARE NOT INFERIOR to rules heavy games. You keep bringing up 'everyone should play what they like' because you seem to feel that other posters (this is people that are not Zak S) are arguing for the superiority of rules-heavy games. This is not the case. It has not been the case. You're tilting at windmills.Zak S wrote: Incorrect, search this thread "zak s""superior""neither". There you will find 100% complete refutation of that idea. In order to be having a rational conversation, you have to address those statements.
There are people that personally prefer rules-heavy games for reasons and consider them superior. You don't think people should do that because everything appeals to SOMEONE. You're steadfastly refusing to accept that human nature DEMANDS that we rate and categorize. The fact that 'Human Centipede' is someone's favorite movie means maybe it should have been made... But that's no reason critics have to rate it highly. They are entitled to believe that it is crap and nobody should like it. But it exists, and if someone likes it, there's nothing to stop them from watching it as often as they like. You may feel personally shit on when someone calls something you like 'crap', but seriously, if you're a grown adult, you should get used to that. Rather than demand that everyone start a more respectful conversation because irrationality is bad, accept that this is normal human communication.
The fact that people tend to consider the things they like superior does not make it less of a personal opinion.
deadDMwalking wrote:'a game that fails to include rules that will be required to play
Why? Why would you like me to provide the names of any games that don't include rules that are required to play? This is a hypothetical discussion of rules design. If such a game exists, it would be better if it didn't have that problem, right. Are we all agreed on that? Good, then here is an example of a game that fails - 4th edition D&D skill challenges. I understand that it isn't a 'retro-clone', but I never said anything about retro-clones, and I don't know why you're bringing them up. It's like you're a crazy person having a conversation with yourself and then DEMANDING that other people defend the things that voices in your head told you.Zak S wrote: You have been asked to provide the name of a retroclone that does this and have failed to.
No. They're not. I can understand that having them is useful because it will come up. The 3.x solution was that fireballs don't make rooms full of gunpowder detonate. You couldn't catch something on fire with a fireball. I would suggest that games you personally design at least address the subject about the effects of magic beyond spell durations, but that's up to you. If you choose not to, it is possible I can point out rancor caused at the gaming table because some people think it should work one way and other people think it should work another. Personally, I think having the rules is better, for reasons, but there are totally games where it shouldn't matter. Not every game tries to include a 'physics simulator' like D&D does. If a game is more 'narrative', having consistent effects doesn't even matter at all... If you spend 'story points' to make the gunpowder explode (whether you ignite with a fireball or a match) it doesn't matter if it is not defined in the rules - because sometimes it will happen and sometimes it won't and it has nothing to do with fireballs and everything to do with who's 'controlling the scene' or something. Now, since you're a big one on insisting that everyone understand you before they start criticizing, please ask me clarifying questions before you respond. I'd hate for you to respond to something you think I meant (even though you derive it from words I actually said), and so if you disagree with anything here I insist you ask first so I can ensure you understand fully before responding. That wouldn't stifle discussion in any way, would it?Zak S wrote: So your definition of "required for play" is unknown. Are post-casting flammability rules for Fireball "required for play".
and possibly inconsistencies at the same table.
So, are you saying that if we, as human beings, all had perfect recall and were able to read a book of RPG rules in the time it took to use the restroom so we all knew every rule and could apply it immediately (assuming, for the moment, that no rule was fiddly like 'encumbrance') that there would be no benefit to the 'rulings not rules' mantra?Zak S wrote: And you either are willing to pay that price for the benefit of not having dead time where you look up minutiae at the table or you are not.
You haven't addressed that.
Because, seriously, if your argument comes down to time spent, you're not doing a very good job of defending your preferred play style. I think you were better off when pointing out that a 'ruling' could more easily conform to the expectations of the table (custom fit, as it were).
I will agree that they 'may not matter', but I will not agree that they 'don't matter'. It may matter a great deal to some people, and these theoretical people are not necessarily unreasonable.
I hope you understand why I've ignored your false equivalence to this point. I've explained in detail above why nobody has to pick off toppings they don't like, or use a scissor made for someone else. There can be different types of games - there can even be 'game design kits' if that's what you want. But I don't think you should release a 'game design kit' as a 'stand alone game'.Zak S wrote: That is true but has already been dealt with.
Search: this conversation "left handed scissors" "vegetarian""pizza""zak s"
Which, incidentally, is an issue from the previous conversation you have consistently ignored.
Imagine, for a moment, that I'm about to purchase a car. In my hypothetical example, I am planning on replacing the engine for the car I'm about to purchase. The fact that I, as a consumer, exist, does not mean that car manufacturers should not be expected to provide engines for their cars. If they were going to leave out such an essential feature, the buyer should be told in advance. Then, in my case, I can either buy a car with an unnecessary engine and swap it out as I planned, or I can find one that is clearly advertised to not include an engine and save the work of removing it. But if I buy a car and open the hood to find out there is no engine when I expected it, on the one hand, I'm gratified to have less work to do but I'm surprised. My neighbor, expecting to get to work tomorrow, is going to be horrified if that happens to him. My unique, special needs (or lack of them) does not magically make car manufactures less of a failure for including essential features. You have consistently failed to address THIS each and every time this, or a similar point has been brought up. And since it is not about rules-lite versus rules-heavy the same is true whether I buy a car with no engine or a skate-board with no wheels. Putting on new wheels to a skateboard is EASIER than putting an engine in a car, but the time to find out you don't have one or the other isn't after you've started going.
While some may be improvements over whatever rule MIGHT have been included in the published product, it is highly unlikely that ALL of them would be.
This seems like a legitimate complaint about formatting. Having a rule and choosing not to use it (in the event you, personally have a better option, including making up something on the fly) does not mean that the publisher doesn't have an obligation to create a rule that is expected to be necessary for the functioning of the game. You seriously appear to be saying 'the quality of any game is immaterial. Even a game that does not work is okay, because I CAN FIX IT. I get that. Lots of people can 'fix' broken games. But nobody should be OBLIGATED to fix it so they can play - especially since not everyone can. If you buy a game, it should work. That's my contention.Zak S wrote: You have not addressed the idea that even if a ruling is worse, it is often a trivial price compared to the cost of having to memorize it or look it up.
The rule I do want is, in rules-detailed games, entangled in paragraphs of rules I don't want.
And in hypothetical examples, the actual existing rules we can look at don't really have a lot of bearing. And again, you're conflating some perceived issue of 'rules-heavy versus rules-light' when it is instead 'rules necessary for the functioning of the game'.Zak S wrote: That is The Entanglement Issue: Thus far, all extant rules-detailed games have had the rules useful to R-n-R players and tables mixed in with the other rules in the design such that it is difficult to reference the basic rules you do need.
I have two objections here. First of all, you're not very familiar with screen readers combined with searchable PDF documents. I used to read for a couple of blind friends, and even in 2005 the technology was pretty impressive. I can only imagine how far it has come in the intervening years. But regardless of the actual status of the technology, there is an advantage in trying to determine 'what perfect would be'. If we know that instantly searchable, trivial to reference rules are 'perfect' and to be desired, we could aim for that in the next generation of game design. Remember, we're discussing what theoretical game designers SHOULD DO, not necessarily what has been done before.Zak S wrote: If you can invent a game (or, better-and-more likely voice-recognition ap) where looking up a rule is so fast it's trivial, then it would make everyone happy. But these do not exist so far and there is no proof-of-concept yet.
Sounds like a personal problem.Zak S wrote: The possibility of a product (at least in book form) maximally useful to both audiences is difficult to imagine since ... blah blah blah
Having a good rule is better than having a bad rule.
I'm not 100% certain that this is correct, because you seem to keep losing sight of it.Zak S wrote: This premise is true and accepted, there is no need to repeat it.
There are multiple metrics by which a rule can be judged 'good' or 'bad'. Some of them even are subject to personal preference. On an objective basis, a rule can be evaluated on whether it succeeds against its design goal. If I have a goal that character death is meaningful and only happens when it benefits the story, but characters NEVER survive a single fight, the game might be MORE FUN than I intended (in a conga-line of death sort of way) but I could still say the rule is bad. Obviously, this rule is bad in the context of the game design - it could be a good rule in a slapstick comedy-death kind of way (like a Road Runner cartoon).Zak S wrote: The definition of "bad rule" is apparently contested, though, many people here have claimed there's some definable point down the tower of turtles at which a rule which eventually requires too much ruling is "bad". That point is as yet unspecified.
Not having a rule at all and expecting people to come up with something on their own is at least as bad as having a bad rule (in some cases).'
Zak S wrote:Here's the error: the rule they come up with might be worse, but the overall game might be better because see "cost" above.
Or the game might be worse because see 'bad rule' up above. Having the rules necessary to function does not mean that tables can't continue to make rulings (and even if the game is rules-lite and everything is resolved by a single rule) there's nothing to stop them from adding additional situational-specific rules that they like. The underlying game needs to at least FUNCTION with the rules it includes.
If you're a game publisher, you aren't going to stop people from replacing your rules with houserules (nor would you want to). But if you're a game publisher, you want to provide rules to cover expected actions. While some tables will either choose not to use those rules or replace them with 'better' rules, at a minimum, anyone could run the game 'as written' and cover all expected actions.
I take it you object to my first sentence? Okay, you're right. Game Designers WILL stop people from replacing their rules with houserules (and that's a good thing). Happy now?Zak S wrote: Incorrect, you have
And if we want to talk about brilliant posts, give Kaelik credit for his near the end of 16. Every single accusation he made against Zak S was not only correct, Zak was guilty once again of hypocrisy.
No. It wasn't countered. You're as guilty now as you were then. And the thing is, you were reasonable for the first few pages. You've gone off the rails, you're tilting at windmills, and you're arguing with phantoms that exist only in your own mind. Combined with your repeated demands for apologies, you have been able to turn a reasonable position (the world is better if there are flavors that appeal to different people) and manage to make it and yourself look like a crazy person.Zak S wrote: Everything he said was countered afterwards and he gave no response. "WHY DON'T YOU STOP DOING (something I wasn't doing in the first place)" isn't a question anyone can answer.
Largely, I think you are being hypocritical about demanding that everyone clearly explain their target audience while you fail to do so (and have failed to do so) several times. While I think your insistence that target audience is defined is asinine, you have not yet failed to retract it.Zak S wrote: As for hypocrisy:
Type what you think I am being hypocritical about, and I will explain the mistakes you made.
I think you are being hypocritical when you insist people fail to respond to your points, but you consistently fail to respond to theirs. I think that when you respond with 'quote where I didn't respond' is particularly tiresome because you could pretty much put any quote in and insist it was 'countered' when your statement refuted or responded to the claim in no way, shape, or form.
I think you are being an ass when you continually point people toward other sources of information (see post earlier or see 'all my recorded games, ever') when you could, instead, provide the information you think is important. Since you have spoken about how insults or hyperbole make the discussion more confusing, the fact that you're deliberately making the conversation more confusing is, itself, hypocritical (but mostly I think it makes you look like an ass).
No. If I sell you a drawing, I shouldn't give you a piece of paper and a pencil. If I sell you a game, which includes added elements like friends and imagination, the fact that you have to do some work isn't a problem - but since I'm selling you 'rules', I should sell you enough rules 'to play'.Zak S wrote: A piece of paper only produces a drawing if you add paper and your own effort. By your logic people shouldn't sell pencils.
Yes. If something did not claim to be playable without modification, I wouldn't object. That would clearly disclose the flaw to someone who looks at a game and buys a game thinking it is something playable.Zak S wrote: If gamesI liked were labelled "Game making tools" and games you like were labelled "games" would that satisfy you?
In fact, I bought just such a toolset with 'Never Winter Nights'. It was clearly disclosed that it wasn't a game - it was a scenario creator. You couldn't play without the actual game.
But if I had bought the scenario builder and was under the impression that it was, actually, the game - I'd have been justifiably upset.
Although Zak S has steadfastly refused to acknowledge it, we are human beings, and we all have irrational emotional responses.
This statement marks you as insane. I included the word 'irrational'. You excluded it. You keep suggesting that we need to have a perfectly rational conversation at all times, as if we're not human beings. You've claimed that the use of hyperbole only serves to create confusion (pro tip: it does more than that) and it shouldn't be used in these types of discussions. Fuck you.Zak S wrote: This statement marks you as insane. I have never stated people don't have emotional responses.
Okay. I've quoted you saying this. While I do claim not to be insane, I fail to see how quoting you above responds to that accusation in any meaningful way. It seems like a pointless hurdle. Or do you mean something else? Something where you told someone to stop being irrational?Zak S wrote: If it is your contention that you are not insane: quote me saying this.
I don't understand why you'd think so. Here you are, again, making unreasonable demands Why MUST I do anything? Why AREN'T you asking clarifying questions? Clearly, you don't understand what I'm saying. It doesn't help that your syntax is probably broken. Maybe you could start with 'what is my previous statement' that you think you're responding to. I've been accused (accurately, I might add) of being verbose and responding to you in far more detail than you deserve. I've made a lot of previous statements. None of them include conflicts over what TV show to watch.Zak S wrote: People have minor conflicts "I wanna watch Bob's Burgers!""I wanna watch Archer!" all the time.
You must argue that these minor conflicts any possible benefit of absent rules for any audience for your previous statements to be correct.