L
lowkey13
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*Deleted by user*
While there's no right answer, a question might narrow down what'd work for the querent: "What do you find to be more of a stumbling-block, rules or the absence or rules?" The question might need re-phrasing, depending.
I've mentioned something a lot as of late (when I've actually posted over the last few years...which is in spurts...and not much overall...so I guess you would have to tie the thread together over that incoherent long haul) that I think has a lot of explanatory power as to why these discussions can be difficult.
This question you've posed above seems to presuppose something about TTRPGs:
Game systems are discrete tool-kits meant to be deeply curated, to taste, mixed/matched in a modular fashion by x (typically the GM, but sometimes the group).
This zeitgeist seems to be so deeply embedded in the D&D cultural fabric that people just take it for granted that "this is the way, the one truth."
Game systems that are focused or somewhat resistant to hacking become anathema.
There is an alternative:
Game systems are a synthesis of rules, procedures, and principles, the collective of which is holistically bound to an ethos/premise of play.
Your question becomes less/more relevant/fundamentally different with respect to each starting position.
At its core, these two ideas are the yin and yang of the "sum of its parts" concept.
@innerdude
So I'm curious- what exactly are you looking for with your post?
Suggestions for TTRPGs that would allow you to play a more character-driven game?
Suggestions for how to play your current games in a more character-driven fashion?
Permission to have more GM FORCE (is that like G Force ..... )?
Or something else?
To have character arcs, the character must be at risk.
This doesn't mean that the character might die, or be hurt, or lose things, but instead that the fundamental nature of the character must be at risk. Something the character believes, or feels, or values as a core conceit must be at risk of being shown false, or different, or even validated through hardship. If you do not risk character, there's nothing that can change that isn't an arbitrary choice by the player or GM. And arbitrary change is fine, although it doesn't meet the desire of the OP to have games that involve character driven play.
2. The reason I'm not sure I agree with your first construction is two-fold; while I think that there was a big DIY component in D&D, I also think that, especially from 3e on there has been an increasing RAW emphasis in D&D. So I don't think that is fully accurate.
I think that's part of it.
I also think that there's a decline in the "DIY" or "punk" aesthetic to the game. It's less of a purely creative and participatory hobby, in some ways, and more something to be consumed.
The two are probably interrelated; increasing professionalism on the production side tends to lead to less production on the consumer's (hobbyist's) side.