>>44598202 600 meters. No, seriously. Mountaineers and a ton of governmental agencies (following the UK) have agreed to that incredibly arbitrary figure. Well, except for the Scottish, who call mountains hills as well.
>>44595634 This is just one of these things that nobody can agree on, it just depends on whatever people are used to.
As an example, I'm a Swede, so I've played stuff like EON and Drakar och Demoner Trudvang or Fantasy!
EON is what I consider very rules-heavy, it's one of those games where you can look up ANYTHING and there's a rule for it, if you're not sure how to improvise it. It also has tables for days, making characters is like it's own little game, if you want to you can roll it all up and be like "So I guess I'm a Dwarf who adopted a human orphan and have a phobia for dogs". It clocks in at something like 290 pages, but there are a lot of supplementary books, the 290 pages contain all you need to get started though, rules, monsters, gear, all that jazz.
Drakar och Demoner Trudvang is like 160 pages including character creation, rules, gear, monsters, weapons and advice on running a campaign, but people don't really think of it as a rules light.
FANTASY! clocks in at 98 pages including rules for everything, monsters and whole starter adventure with a dungeon map, and that might be approaching what I'd look at as rules-light.
If you're used to american D&D though, I guess you call anything too small to beat someone to death with a rules-light system.
you can play FATE wrong to make it rules lite and it holds up pretty nicely, just take your skill pyramid, aspects to help char gen and stunts/extras for cool stuff you want and mostly ignore the rest.
'raw' (since it's made to be hacked apart) it's all about trying to stack +2s onto your action until you can't lose
>>44596507 I prefer to see Rules Light as "you're a human being with intelligence and imagination, and if you're any good at running a game, things are going to be quicker, easier and probably better if we just give you a framework and let you run with the ball instead of trying to turn the system into an overly-complicated wargame with shit you have to look up and/or which gets in your way when you already have the a good sense of what to do on your own".
Having more crunch can certainly allow you to add more depth to your game, but this comes at a price. All other things being equal, heavy rules are a failing. You want rules as simple as possible while still achieving what you want. So when I see a rules-medium game, I'm thinking "is the added material good enough to justify the sin of the game not being really simple and straightforward?" If I see a rules-heavy game, I'm thinking "are there any good ideas I can borrow from this game, because I'm definitely not running this overly complicated clusterfuck?"
I see the difference as being how much space is left to make shit up. Let's take editions of DnD as an example. In B/X, you can basically tack on whichever systems you want and you'll be fine. Conversely, there's a whole bunch that's just not given proper rules and left to the GM to come up with something of their own.
Rules-heavy is something like 3rd ed. Everything is covered by the rules in a lot of detail, which is good because you'll never have to make something up on the fly, but bad because everything interlinks and altering one part of the game can have massive ramifications to other parts,collapsing the whole thing like a house of cards.
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