Quote:
Originally Posted by trooper6
That is not my experience at all. Not all rules light games are narrative games (and not all narrative games are rules light)
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Even "rules light" can be confusing. I know people who refer to FATE that way, because it doesn't have a big list of skills and powers…
but the FATE Core book is still 90 pages, over 70 of which you pretty much have to read and more-or-less internalise to run the system effectively.
One of the lesser-lauded aspects of GURPS is its modularity - not just alternative rules to wjat's in the Basic Set, but the way that I can drop whole sections without breaking the game. (Contrast Pathfinder, where for example it's assumed that a party of level X will have Y amount of magic items. Or FATE, where if you pull out one stick it feels as though the whole thing is tottering.)