jmucchiello
Hero
I can enjoy playing without knowing the rules, but that's not my default.
Way back when I had a great experience with this, run by [MENTION=813]jmucchiello[/MENTION]. We knew nothing about anything, and all played young people from a backwater village, just coming of age and needing to go into the wider world. He ran a homebrew system, though part way through he (after talking to us) revamped the freeform magic system because we were getting the hang of it way too fast. I remember being thrilled at being able to make a rope harness and levitate it (since we knew the magic words for, I think rope and telekinesis plus some power booster words), but nothing that would allow us to fly ourselves.
Of course, that game ended when one of the players had a meltdown about not "knowing" what they could do. In my DMing of that game, when someone asked, "Can I...?" I would interpret it is "Does my character believe the chance he might succeed is greater than the character's implied risk aversion level based on the player background and subsequent play of the game?" Now, obviously this is not the kind of thing that could be codified on a character sheet. It was all in my head and based on my feel for the characters. The other player did not like when I would answer, "You think you can make it." "Throwing in, you're 90% sure." helped but not always.
IIRC, just to add to the "no rules" feel, I didn't use dice. If I needed a random result I would open a large book and look at the tens place number for a 1d10 like value. Given the rough granularity of the "system" a d10 was sufficient for determining a result.
The magic system was less free form than implied. It had a grammar and vocabulary. Anyone who knew the words and could form a proper sentence could ask the faeries and other beings of power to alter reality. If the faeries liked your pronunciation, (Players did have to speak the spells aloud) the effect would happen. "Osoro gen Gothamr Ra Dal Inf Fir La"might translate (loosely) to "In the name of the great Oroso and lost Gothamr, invoke the element of fire upon (gesture pointing at) my enemies." I don't remember the actual syllables but the players did have "spell books" that listed spells they knew would produce specific results. And they reversed engineered most of the words and enough of the grammar to do ad hoc spells.
This would never work at say a convention. The DM must know the players well enough to know how they evaluate risk.
I'm glad you enjoyed it, [MENTION=20564]Blue[/MENTION]. I enjoyed the walk down memory lane.
