Whizbang Dustyboots
Gnometown Hero
A rules for everything approach combined with asking questions about actionable elements of the environment would lead to enormous rulebooks. From a practical standpoint, it probably has to be paired with light rules.Pulling this quote out because it keeps coming up in OSR discussions and is a consistent point of frustration for me looking in from the outside; this sounds great, I want play to revolve around getting information, building out a strategy and trying to advance it to most effectively overcome problems and all that.
The problem is that this is always paired with rules light systems, and usually comes with the standard "stop looking at your character sheet" and "we're so tired of looking up rules" points, and no game seems to be interested in doing this alongside a detailed "rules for everything" approach. I consistently feel like I'm missing some link in the chain of logic that where those things are in conflict.
But you're not missing anything. This part is essentially like playing make-believe without rules or dice or character sheets at all.
"You wake up in what appears to be the attic of a strange house you don't know, with no memories of how you got here."
"Do I see anything in the room? Is there a window?"
"There's a tiny window, smaller than your head, at one end of the attic. There are also lots of boxes and what appear to be furniture and other objects draped under sheets."
"OK, I look out the window and see if I can tell where I am, then after that, I start examining things in the room."
"As you head toward the window, the floorboards creak ominously under your weight. It's too dark to be sure, but it feels like the boards may be in bad shape and might not support your weight everywhere in the room."
"Hmmm, can I see well enough to look for larger, sturdier boards? Or are there overhead ceiling beams I can hold onto to help take some of my weight off the floor?"
Like that. Only with mimics and basilisks.