Joshua Dyal said:For years now -- since the mid-80s, at least, I've thought it might be fun to play a game in which the players actually didn't have character sheets (although the GM would) or know their stats -- just a pretty good idea of what they were good at, what they were marginal at, and what they sucked at. GM would make all dice rolls too. The hope was that this would be a more immersive experience, with the players putting the metagame out of their heads, and concentrate on what's really happening in the way that their characters would.
I ran a couple of games this way. It's a wonderful thing, especially when the players understand that they're not tied down by a set of rules.
I had a modern-day Hero game that I let the players create their characters, then hand me their sheets and that was the last time they saw their stats. I still let 'em roll pretty much everything. It worked really well - everyone focused on the story and exploring their characters rather than stupid metagame-influenced stunts like, "Hey, I have 2 ranks in Handle Animal! Stand aside, Druid, and let me calm the wolves!" (Yes, this actually happened once. Don't ask.)
The other game was back when I had time to dream things up in college. I had a single d20 (the only die I used), a notebook for notes/names/descriptions, and my brain. That was it. No rules. No character sheets. I focused on the look and feel of the world and let "does this make sense?" guide me in every game adjudication. Everyone knew what they were playing and there was a sense of exploration and wonder.
That's one of the challenges I'm running into with my current game: magic just plumb ain't magical any more. There's very little curiousity; the PCs identify and categorize and decide if they can use whatever it is. Not much experimentation with things that they don't really understand, because that's a vanishingly small part of the game.
D&D is turning into an arms race - GMs need to buy supplements or create new rules/items/spells/things just to keep players on their toes. I'm figuring out ways around this, but most of the solutions require a certain amount of throwing out the rules, which can't be consistently explained with game balance in mind. Hmph.
ANYway. Much verbiage to simply say, "Yep. Done it. It's a Good Thing(tm)."