Experiments in gaming

Crothian said:
While it can be done with any game system, it doesn't matter what system is being used as the players are not aware of the mechanics ofr the numbers.

Yes. So would the GM be rolling a bunch of dice and checking up character sheets behind the screen all the time?

Why is there a need for a system at all? Why not just play Amber diceless roleplaying, and not tell the players what their skill levels are?
 

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The Horror said:
Yes. So would the GM be rolling a bunch of dice and checking up character sheets behind the screen all the time?

Why is there a need for a system at all? Why not just play Amber diceless roleplaying, and not tell the players what their skill levels are?

No, the players could roll the dice or the DM. The sheets could be simple and easy to use.

Amber diceless is different then this. The idea that is presented here is to just get the players to describe what they do instead of using game terms and mechanics.
 

I've considered trying something like Herreman the Wise suggested, and have a few players who would be willing to do it. But in the end I decided that the character sheet is too big a part of being a D&D player to take that away from them. I think you'd lose something by taking away an integral part of playing the game. Besides, I have to create and keep track of enough characters & creatures--I don't need six more! :D
 

Or you could use a RandomAnime approach: allow players to describe all their actions right up to the point where a dice roll is required. If they fail the GM describes the outcome. If they succeed the player describes the entire outcome of the action.

All experience is awarded based on how well they describe these actions.
 

Crothian said:
I was thinking of the different elements differnet people bring to the gaming table. THis idea came up and it woulkd work better for a one shot, or game day/convention setting. You construct the adventure to work around characters all of one class. But without telling the PCs, they are all playing the exact samcharacter stat wise. Same feats, same skills, same attributes, but the players get to develope background and personality themselves. I think as a one shot it would be interesting to see if and when the players figure out they are all the same.
I would do it. Just be careful about who you have playing.

IMHO, one shots can be extraordinarily different than ongoing games. They offer a heck of a lot more flexibility and don't require too much commitment or preplanning for the players.

Here's a few light-hearted ideas for longer games:

1. Have all the players pass their usual character to the player to their left. Play as normal.

2. I think the tv show was called "ed's head". In game, each of the players would be a part of the psyche for a single character. To do any act they would need a majority to agree. Ties create the confusion effect. (this is a one shot solo adventure tho)

3. Change all of the female characters to male, and male to female. Play as if it was always the case and not a magical effect.

(due to Reincarnation, #3 happens in my Mistledale game often enough already)
 
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Herremann the Wise said:
Each character does not control their character sheet. This is the province of the DM. They do however have a description sheet with equipment lists upon it. They might also have extra information such as weaponry, spells they know they can cast or can pray for or get. Spell descriptions are exactly that. Descriptions only.
Been there, done that. Though they didn't know it, they were playing Fantasy HERO. Some players liked it, were really into their characters. Others had severe problems with the disconnect from the character. One said to me, as he quit the game, "I don't know if my character can jump up three feet successfully. I can't make informed decisions about the probability to walk and chew gum with the character. IRL, I can guess how likely or unlikely certain activities are. And even if my assumption of the probability is wrong, I can still make the guess. I can't justify any set of probablilities about my character and so every decision may as well be a coin flip."

It's not a new idea. And with the right people it works very well. But it is easier to do with a system designed to be lighter.
In fact, you get players to describe the spell themselves in words rather than numbers. You don't use a battlemat and minis and you go back to the oldschool way of saying - what do you want to do and expect a description
No, no, no. D&D came out of wargaming. Old school is rulers and miniatures. Don't confuse the return to the battlemat as something new. It is old school. No battlemat is not. (And no, I don't want to derail this thread, but I can't stand when people call so called descriptive combat old school. I'm not saying descriptive combat is bad. It isn't, but it's also unrelated to the roots of the game.)
 

jmucchiello said:
Been there, done that. Though they didn't know it, they were playing Fantasy HERO. Some players liked it, were really into their characters. Others had severe problems with the disconnect from the character. One said to me, as he quit the game, "I don't know if my character can jump up three feet successfully. I can't make informed decisions about the probability to walk and chew gum with the character. IRL, I can guess how likely or unlikely certain activities are. And even if my assumption of the probability is wrong, I can still make the guess. I can't justify any set of probablilities about my character and so every decision may as well be a coin flip."

The player seems to have had an attitude that everything has to be precise for them, probabilities need to be explicit so they know if they were unlucky or not if they failed to do something properly. I suppose this system would rely on the DM providing this sort of information - "you think you could barely jump over a puddle with that armour on." The description from the DM would need to be far better than what it is in a standard game - separating the excellent DM from his able colleague. You really would need the right DM and as you say the right players for this.

I thought this might be an interesting approach that would enhance/help Crothian's original concept.

jmucchiello said:
No, no, no. D&D came out of wargaming. Old school is rulers and miniatures. Don't confuse the return to the battlemat as something new. It is old school. No battlemat is not. (And no, I don't want to derail this thread, but I can't stand when people call so called descriptive combat old school. I'm not saying descriptive combat is bad. It isn't, but it's also unrelated to the roots of the game.)

Apologies jmucchiello I really did not think I would offend by using that term. Your writings have didactically guided me back to the true, correct and proper use of the term old-school. I hope you have a nicer day tomorrow. :)

Best Regards
Herremann the Wise
 

had 2 players in my long running OD&D campaign from years gone by ... do this.

twins separated at birth. exact same stats and class.

two unique individuals.

both died trying to save the other. :]
 


My friend ran a one-shot for the DM on his birthday.

We all played high-level paladins -- with a level or two
in another class. So the DM was 100% paladin, his
wife was a Paladin-Thief, another friend was a Paladin-Wizard.
And I had a blast with Klang, the half-orc Paladin-(Ex-)Barbarian
and his trusty steed, Klomp.

The rules were bent very slightly (which made it perfect for a
one-shot -- the rules lawyers didn't go nutsy) and very heavy
on the roleplaying of noble knights. Was a blast that we
still talk about years later.
 
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