Help support TMP


"Do you prefer "fuzzy" rules?" Topic


19 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember not to make new product announcements on the forum. Our advertisers pay for the privilege of making such announcements.

For more information, see the TMP FAQ.


Back to the Game Design Message Board


Action Log

11 Sep 2015 6:25 a.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board
  • Crossposted to Game Design board

Areas of Interest

General

Featured Hobby News Article


Featured Workbench Article

Tree Base from Wooden Wheel & Clay

Basing an inexpensive tree with a toy wheel and some clay.


Featured Profile Article

Cobblestone Corners Christmas Trees

Christmas trees for your gaming table.


913 hits since 13 Apr 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Weasel13 Apr 2015 2:45 p.m. PST

Two lines of thought:

On one hand, we have games that are pretty vague, general or loose, assuming that the gamer will fill in the blanks to fit their game.
An example might be a game like Rogue Trader or AK47.

On the other hand, we have games that try to account for everything and provide complete answers.
Examples might be something like War Machine or Bolt Action.

Both styles have their adherents. Which do you prefer and under what circumstances?

1: Very fuzzy
2: A bit of fuzziness is good
3: Depends on the game
4: Pretty concise is preferred
5: Hard and fast, tournament style rules.
6: I am a special snowflake and will outline why below.

Joes Shop Supporting Member of TMP13 Apr 2015 2:48 p.m. PST

4.

MajorB13 Apr 2015 2:53 p.m. PST

I'm sorry, I don't understand the concept. Could you give some examples of "fuzzy" rules?
I'm thinking a "fuzzy" movement rule would be something like "Infantry move about 6ins." Am I right?

Personal logo etotheipi Sponsoring Member of TMP13 Apr 2015 3:00 p.m. PST

First off, all rules are "fuzzy" in this context. It's a basic property of formal systems. But I would also go with …

4

It's what I write to and what I like to play. The rules should clearly outline what decisions the players can make but not overly constrain all the outcomes.

Where there is a question, the answer is usually to someone's disadvantage. When that person has the option to say, "Yeah, that makes sense to me." the rules are in the right place.

ArmymenRGreat13 Apr 2015 4:06 p.m. PST

4

Jamesonsafari13 Apr 2015 4:13 p.m. PST

3.5
I dislike the SPI style of games with number paragraphs and subsections written in legalese.
I prefer a more narrative style of rule, with clearly labelled sections.

abelp0113 Apr 2015 4:43 p.m. PST

I'm with jamesonsafari. The spi types really annoy me. OTH, BLACK POWDER do a good job at being concise enough without me having to bring my attorney to a game as an interpreter of the miniutae.

Personal logo Dentatus Sponsoring Member of TMP Fezian13 Apr 2015 5:02 p.m. PST

So long as the core rules are clear and formatted intelligently, and the 'spirit' or principle of the mechanics is communicated, I don't want subsections and addendum for every possible contingency. Waste of time and paper, IMO.

Guess that makes me a kinda fuzzy #2 gamer.

Then again, I prefer generic rule sets that don't nitpick over types of assault rifles or Body Armor 3.0 versus 3.5.

It's about the game, the story. Not the rules.

Dynaman878913 Apr 2015 5:48 p.m. PST

4 – but I give a break to the TFL rules. In this case fuzzy is combat shots rated as great/ok/poor and the umpire has to decide what each type represents.

Great War Ace13 Apr 2015 6:02 p.m. PST

6. "Fuzzy feeling" rules make me want to play the game. You read the rule and it just sounds intuitively right on. You get that warm "fuzzy" feeling that the game is going to feel right when you play. I have to understand the concept behind the rule and agree with it in the first place. Trying to convince me that the outcome is "realistic" (correct and proper), with paragraphs of technical talk, simply makes my eyes heavy and then my mind wanders. That game will never get played….

Phillius Sponsoring Member of TMP13 Apr 2015 6:09 p.m. PST

4

Mute Bystander13 Apr 2015 6:22 p.m. PST

4

Rrobbyrobot13 Apr 2015 7:18 p.m. PST

I like my war game rules clean shaven and freshly scrubbed. It's bad enough to have to play against the occasional unwashed opponent…

sneakgun13 Apr 2015 10:18 p.m. PST

Simple game rules or micro complex simulation…..I prefer a game that has fun in it.

MajorB14 Apr 2015 1:52 a.m. PST

"Concise" does not carry the same meaning as "not fuzzy".

Personal logo etotheipi Sponsoring Member of TMP14 Apr 2015 9:21 a.m. PST

I like my war game rules clean shaven and freshly scrubbed. It's bad enough to have to play against the occasional unwashed opponent…

I'm fuzzy, but I wash.

TMP link

Personal logo Herkybird Supporting Member of TMP14 Apr 2015 1:06 p.m. PST

4 for me too!

Martin Rapier14 Apr 2015 11:17 p.m. PST

I value brevity, clarity and internal consistency above all else. Rules which are awash with exceptions, special rules, stuff only happens under special circumstances etc drive me potty.

If I can write a QRS to fit on one side of A4, they are probably OK.

Fuzziness I can live with, I can make up my own mechanisms if needs be. Overprescription is a waste of time it it is done poorly (thinking of the bolted on bits to Command Decision).

So, brevity + fuzzy.

Personal logo Doctor X Supporting Member of TMP15 Apr 2015 11:50 a.m. PST

4

Sorry - only verified members can post on the forums.