doctorbadwolf
Heretic of The Seventh Circle
Yeah I based my entire skill system around “player skill”, in a sense, though it isn’t an OSR game in any way. Give players a toolkit of ideas and parameters, let them only be good at some of them, make the ladder of success clear and distinct, and then let the players “Gary’s mod” the world using those “physics engine/portal gun” skills.It's still useful and interesting, though, and some OSR designers have gone back and, for example, tried to create a more freeform magic system that would actually be a good fit for the "player skill, not character abilities" ethos.
Ie, “Fire Magic allows you to create spark, bloom existing fire into larger fire or dampen it into embers, and to move flames as if manipulating a tangible substance. Basic usage is limited to your immediate surroundings, and effects no larger than a yard or two. Greater effects are harder, and more taxing. You can spend 1 (resource) to attempt a Greater Working, like putting out a house fire, creating a 10 yard circle of continuous flame, or mixing fire magic with another skill.”
Can be the entire “rules text” of a skill. Spells are just specific manuevers you or another character have worked out and codified to be easier to do (all improvised Greater Workings are done at a small penalty).
That sounds more like a 90’s/late 2e and 3/.5e dig, to me.The point when this really sunk in for me was watching the D&D episode of Gravity Falls. There was a throwaway joke about “the dark times” when DD&D tried too hard to be cool, which to me was pretty obviously a jab at 4e. But it was framed as a bygone era of the game’s history that old-timers are relieved to be over and the new generation is lucky not to have lived through.