Before we dive in, let me start with my usual disclaimer: running and playing games is all about having fun. Do what you and your players enjoy, no matter what anyone else says.
If your group loves spending twenty minutes calculating heat based on location, loadout, and the number of heat sinks your mecha has—go for it. If your table would rather spend four hours debating the philosophy behind vampirism and the true nature of their lost progenitor—do that instead. I’ve spent entire evenings with friends doing just that—no dice, no character sheets, just pure in-character discussion.
The point is, there’s no wrong way to play as long as everyone is enjoying themselves.
In this article, I’ll explore the pros and cons of heavy versus light game systems and how they affect the flow and experience of a tabletop RPG session.
What Makes a System Heavy or Light?
The core difference between heavy and light systems lies in how many rules govern gameplay and how deeply those rules shape your decisions.
Heavy systems offer a wealth of mechanics and customization. They often reward system mastery, letting players combine abilities and rules in clever ways to pull off unique or powerful actions. These systems tend to be highly structured, with layers of mechanics that simulate everything from combat to crafting in deep, granular detail.
Light systems, on the other hand, focus on narrative and improvisation. With fewer mechanics to juggle, they rely more on player creativity and storytelling. Rather than digging through a rulebook to find the “correct” way to resolve an action, players are encouraged to think in-character, solve problems organically, and keep the momentum going.
Both styles have their strengths—heavier systems can provide satisfying tactical depth, while lighter ones keep the story flowing and put the spotlight on characters and interactions.
Time as a Factor
One of the most practical considerations when choosing between system types is time.
Every rule looked up, die rolled, and stat double-checked takes time out of your session. That’s not inherently a bad thing—some players love the crunch—but it does add up. And when your session is only a couple of hours long, time becomes a precious resource.
In my experience, in-person games tend to run around six hours, while online sessions are often closer to two. When time is limited, a heavy system’s complexity can eat into story and character moments, while a lighter system can keep things snappy and focused on the narrative.
A Quick Case Study
Let’s say a character is trying to sneak past a guard in the dead of night.
In a heavy system, the player checks their character sheet, notes modifiers, calculates bonuses, and rolls a stealth check. The GM references the guard’s perception stat and compares results. A rule might apply due to terrain, lighting, or special abilities. It’s methodical, rules-driven, and offers a lot of tactical clarity.
In a light system, the player simply says, “I wait for the guard to turn his back, then slip by in the shadows.” The GM asks a quick question or two, maybe rolls a die, or just makes a ruling on the fly. It’s fast, intuitive, and cinematic.
Each approach creates a different rhythm. One is a tactical game of numbers. The other, a collaborative story.
Standing on My Roleplaying Soapbox
I’ve run and played all kinds of systems over the years, and no matter what I’m playing, the “R” in RPG—roleplaying—has always been my favorite part.
Knowing who a character is, what they want, what they’ve been through, and how they react when the world pushes back? That’s the core of what keeps me coming back to the table.
That said, I’ve also been that player: the one with five rulebooks open, trying to correctly use a complicated character in a system like Rifts. It was fun in its own way—but I found that focusing so much on how the character worked mechanically pulled my attention away from two things: the unfolding story, and who my character actually was in that moment.
Trying New Things
As a storyteller, you naturally have a lot of influence over what games end up on the table. Players can make suggestions—and they absolutely should—but at the end of the day, the storyteller often makes the final call on what to run. That’s understandable. After all, you’re the one responsible for learning the rules, understanding the system deeply enough to build a narrative, and serving as both the arbiter of the mechanics and the support structure for the entire group.
But with that influence comes a bit of responsibility: to explore new systems from time to time.
Trying out unfamiliar mechanics, reading through different rulebooks, or even running a one-shot in a system outside your comfort zone can help you grow as a storyteller. Even if you pick up a new game and ultimately decide it’s not a good fit for your group, you’ve still gained insight. You’ve expanded your toolkit. You’ve exposed yourself to new ideas about how games can work—and that will always make you a better storyteller.
Experimenting isn’t about abandoning what works—it’s about staying open to what might work even better.
Final Thoughts
There’s no one-size-fits-all answer here. The best system is the one that fits your group’s style and goals.
Heavy systems bring rich mechanics and a satisfying level of complexity. Light systems create space for storytelling and character-driven drama. Neither is inherently better—they’re just different tools for different kinds of games.
So pick the one that works best for your group, your story, and your playstyle. And always remember: if you’re all having fun, you’re doing it right.