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Rules Lite

Rules Lite

Discussion on games that have very light rule sets.
  • Created: Sep 9 '19
  • Admin: Brillo

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  • ZDL
    ZDL
    I've posted a detailed review of my favourite rules lite game, Spark: https://gamerplus.org/blogs/post/74
    Fringe Review: Spark | Gamer+ Blog
    Fringe Review: Spark | Gamer+ Blog
    This is an experiment.  I
  • Brillo
    Oct 10 '19
    0 2
    RobboG and ZDL like this
  • ZDL
    ZDL
    My favourite rules lite game is another one I rarely see mentioned: Spark (http://www.genesisoflegend.com/). It is decidedly a non-traditional kind of game, however, with a feel somewhere midway between Fiasco and Fate.

    There are several appealing aspects to it, beginning with the fact that building up the setting is the first step in the game, with all players involved. I also like the fact that conflict is ultimately about beliefs being challenged and maybe even modified, with rewards for facing such challenges. It lends a very different feel to the game than most people would be used to, but it's a very appealing feature for me.
    My favourite rules lite game is another one I rarely see mentioned: Spark (http://www.genesisoflegend.com/). It is decidedly a non-traditional kind of game, however, with a feel somewhere midway between ...See more
    Oct 7 '19
    0 1
    Brillo likes this
  • ZDL
    ZDL
    One rules lite game I don't see discussed very often anywhere is one called Mythic (https://wordmillgames.com/). And not only is it rules lite (effectively one table covers everything), it's also GM-less if desired, or even solo-capable.

    How many people out there have seen this game before?
    Oct 7 '19
    2 1
    Brillo likes this
    Brillo
    Oct 10 '19
    I cant seem to wrap my head around a solo game. Are developments and plot point rolled randomly. I just do get it.
    ZDL
    Nov 3 '19
    It's hard to describe succinctly, but I'll give it the old college try.

    Basically, you go through a process of identifying genre, etc. to establish a baseline set of assumptions from which you extend everything else.

    Once you've done this and come up with some kind of opening thing that starts you down the path to adventure (like sitting in the cliched tavern) you start to ask "yes/no" questions about the world. For example, I'm in said cliched tavern:

    "Is there a stranger looking at me as if he's sizing me up?" (A common fantasy trope.)

    You then use the universal table to answer that question with a "yes" or "no".

    *roll dice* "Yes. Yes there is."

    Now I ask follow-up questions with the intent of expanding on the situation and/or world.

    "Does he approach me to ask for aid?" *roll no*
    "Does he attack me out of the blue?" *roll no*
    "Does he stand up and berate me, accusing me of horrible crimes to any who will listen?" *roll yes*

    At this point you can use what you know about the character to decide that you're guilty of this accusation. Or innocent. Or whatever. Or you can leave it to the dice again. You basically create a story and at points where you're not sure where you want to go, or where you want to establish something about the setting, you use the GM table to establish them.

    Now the yes/no questions are also used in game system stuff, like skills uses, combat, etc. "Yes" is success, "no" is failure. (There's also critical versions of each of those.)

    "I try to get a slice in at him before he draws his weapon. Do I beat him to the draw?" *roll no*
    "Does he parry me?" *roll spectacular yes*
    "Does his counter-attack land?" *roll yes*
    "Does it land on my armour?" *roll spectacular yes*

    ...

    And so on.

    It's much better explained in the actual book, so I'd recommend at least getting the GM Simulator to try this all out.
    It's hard to describe succinctly, but I'll give it the old college try.

    Basically, you go through a process of identifying genre, etc. to establish a baseline set of assumptions from wh...See more
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  • RobboG
    My latest SF game effort is rules lite in that the core rules fit on two sheets, one for players, one for refs. To this I am adding many many more sheets of setting, options etc that are decidedly not needed but are hopefully fun. For example, space craft are addressed as merely plot devices to get characters to the story in the core rules. Then I provide a page on using them in conflicts of that is more your speed. My goal is to let a referee print the sheets they need for a game and have to only fiddle with one or two double-sided sheets.My latest SF game effort is rules lite in that the core rules fit on two sheets, one for players, one for refs. To this I am adding many many more sheets of setting, options etc that are decidedly not needed but are hopefully fun. For example, space craft are addressed as merely plot devices to get ...See more
    Oct 5 '19
    0 2
    Brillo and ZDL like this
  • RobboG
    RobboG just joined this group
    Oct 5 '19
    0 0
  • RobboG
    RobboG joined group
    Rules Lite
    Rules Lite
    Discussion on games that have very light rule sets.
  • ZDL
    ZDL just joined this group
    Oct 5 '19
    0 0
  • Brillo
    Another minimalist game from Trollish Delver! sort of a party game...ish.

    https://www.drivethrurpg.com/...oes-of-the-Labyrinth
    Echoes of the Labyrinth - Trollish Delver Games | DriveThruRPG.com
    Echoes of the Labyrinth - Trollish Delver Games | DriveThruRPG.com
    Echoes of the Labyrinth - The heart of the labyrinth calls out your name. Your very soul yearns to cross the liminal threshold and delve deep, see
    Sep 23 '19
    2 1
    hairylarry likes this
    hairylarry
    Sep 23 '19
    Looks like a d6 game. Have you played it? We're discussing d6 tonight on Inspired Unreality.
    Brillo
    Sep 24 '19
    No I haven't. It just came out. I have never played a T&T iteration actually.
    You need to sign in to comment
  • Brillo
    I recommend this blog http://www.trollishdelver.com/
    He develops many rules lite games and came out with one just last month.

 

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