Tallifer
Hero
Do you enjoy playing roleplaying games in which you have no clue about the rules?
I do. My first experience with roleplaying was AD&D and a variety of the groundbreaking games such as Runequest, Call of Cthulhu and Chivalry & Sorcery of the early 1980s (and plenty of now forgotten ones: Dragonquest, Powers & Perils, GURPS, Rolemaster and various homebrew fantasy heartbreakers). Only the Dungeon Master had any books. He would let us peruse them but such a limited look meant we relied on him for any mechanical information. We just made characters according to our vague ideas and he would walk us through the relevant character generation.
Magic was especially mysterious and confusing. Skills at least were intuitive to use, but inevitably byzantine in mechanical complexity.
Recently my friend Jef Fej started his own homebrew, but most of the other players want to know the rules instead of go with the flow of experimentation and exploration.
I do. My first experience with roleplaying was AD&D and a variety of the groundbreaking games such as Runequest, Call of Cthulhu and Chivalry & Sorcery of the early 1980s (and plenty of now forgotten ones: Dragonquest, Powers & Perils, GURPS, Rolemaster and various homebrew fantasy heartbreakers). Only the Dungeon Master had any books. He would let us peruse them but such a limited look meant we relied on him for any mechanical information. We just made characters according to our vague ideas and he would walk us through the relevant character generation.
Magic was especially mysterious and confusing. Skills at least were intuitive to use, but inevitably byzantine in mechanical complexity.
Recently my friend Jef Fej started his own homebrew, but most of the other players want to know the rules instead of go with the flow of experimentation and exploration.