An example I've just seen is @Retreater 's thread on using a different system to run The new Enemy Within campaign instead of WFRP4e ruleset.
It is for VTT, but still...
It is for VTT, but still...
The(ir) reason is having players engage fully and only with the fiction, not with mechanical bits and tactics.
I see it very relevant for the "trad." Gms I personally know that don't run games (anymore) because too much time and effort is needed to learn rulesets and explain'em afterwards.
Zweihander, Mythras, WFRP4, D&D5e
I personally wouldn't run 5e because of that. I might give it a try with an FKR mindset. Where I live is the most requested to be played; by far, of course.
So, having to say "Players, do not engage with rules at my table" would be totally liberating, like off-loading a burden.
Like generating characters as usual, but only noting important stuff or extreme stat number via descriptions. Ditching any type of encumbrance rules by just asking the player: "Ok, where do keep it?"
Action economy, combat procedures, all gone and instead descriptions, declaration, tactics not looking at the sheets.
Gm decides when to roll, what, and to give dis/advantage.
Clearly, a Gm one likes and trust.
In my case, it's only me, unfortunately.
There is a well known (within the field of Education professionals and paraprofessionals) paradigm about creative works: creativity is always easier within a framework than without one. The corollary, taught for lesson planning purposes, is Always include a prompt during free write times. RPG play is highly correlated to structured writing assignments; the framework makes creativity easier. There are always some who hate the prompt, like there are some who find the use of rules an impediment to the RP, but others who only thrive when they have rules to hang on to.My feelings on this are mixed. I tend to like rules-light games, generally speaking. But I can also like complex rules. I think there's a balance...and it's probably different for everyone....where additional complexity is worth it because it adds to the enjoyment. And then there's a point where it's just there. That's all subjective.
What I don't agree with from Ben's video, and with this movement overall, is the idea that the players don't need to know the rules. That's not something I can get behind.
The(ir) reason is having players engage fully and only with the fiction, not with mechanical bits and tactics.
I see it very relevant for the "trad." Gms I personally know that don't run games (anymore) because too much time and effort is needed to learn rulesets and explain'em afterwards.
Zweihander, Mythras, WFRP4, D&D5e
I personally wouldn't run 5e because of that. I might give it a try with an FKR mindset. Where I live is the most requested to be played; by far, of course.
So, having to say "Players, do not engage with rules at my table" would be totally liberating, like off-loading a burden.
Like generating characters as usual, but only noting important stuff or extreme stat number via descriptions. Ditching any type of encumbrance rules by just asking the player: "Ok, where do keep it?"
Action economy, combat procedures, all gone and instead descriptions, declaration, tactics not looking at the sheets.
Gm decides when to roll, what, and to give dis/advantage.
Clearly, a Gm one likes and trust.
In my case, it's only me, unfortunately.
There is a well known (within the field of Education professionals and paraprofessionals) paradigm about creative works: creativity is always easier within a framework than without one. The corollary, taught for lesson planning purposes, is Always include a prompt during free write times. RPG play is highly correlated to structured writing assignments; the framework makes creativity easier. There are always some who hate the prompt, like there are some who find the use of rules an impediment to the RP, but others who only thrive when they have rules to hang on to.
Personally, as a Rules are there to create texture for play type GM, I can't think of anything more useless than super ultralights such as Risus... it literally does nothing to help me create anything.
Meanwhile, games like T2K 4E and Talisman Adventures give me a toolset which means I don't have near as much to prep.
Tunnels and Trolls gives me a decision making framework.
On the players need to know the rules front, I'm definitely in Players should have reliable reference to standard procedures used in the rules when I'm running. I find little within the tolerable range more aggravating than having to tell player X what to roll when after 4-5 sessions... It's one of the reasons I dislike TOR 2e (but one of the smaller issues). It's one of my issues with The Fantasy Trip.
I agree, however, that a player need not know the minutia, but I also prefer games with either one or two mechanical rolling modes...
The John Harper example reminds me of these blogposts, in the same general neighbourhood, by Vincent Baker.So, anyway, that's that. Fictional positioning matters, even in a game where every 'roll' is always 50/50. The fiction shapes the boundaries of the resolution. It may affect the mechanical odds of some outcomes but that isn't required. (That's a game design choice) Right? Right.
In the resolution framework I imposed, the fictional positioning did affect the odds - I imposed die modifiers for STR, Brawling and possession-of-the-gun advantages - and I think that building that into the process rather than just the stakes/outcomes helped support the "cinematic" and also rather visceral feel at the table. (I could imagine a similar vibe in AW based not on opposed rolls but repeated Seize by Force with GM-side moves including dealing harm and taking things from them.This left Xander the only PC still under Rada's guard. Xander's player discussed with the other players, should I go kinetic? He decided that he should - especially as Xander has Vacc Suit skill, and so would be able to use the battle dress should he be able to find it. So he jumped Rada and tried to wrestle his SMG away from him.
Classic Traveller has no grappling or disarming rules, so I improvised this, giving advantages to Xander for greater Strength and Brawling skill, but also allowing that whoever already has the gun has an advantage to retain it - so it was opposed checks on two dice, with Xander having a +1 to grab from Rada and a +2 to retain against Rada. In the ensuing fight Xander got shot (but not seriously) before grabbing the gun, shooting Rada - who also was able to take it - before Rada grabbed it back and got in another shot at Xander, before Xander grabbed it again and killed Rada with a final burst. There were two interesting things about this. One concerned the system for wounds in Classic Traveller, where the first set of hits is taken off a random physical stat (the "first strike" rule), but subsequent wounds are allocated on a die-by-die basis as the victim chooses - this meant that (as GM) I was able to keep Rada up rather than unconscious, by spreading the damage dice across his stats, but when the final burst came in I had no way of avoiding all three stats dropping to zero (= death). The other was how cinematic it was, which isn't something I expect from Traveller combat. The time taken at the table to resolve it was probably ten minutes or so, and there was this real sense of the tables turning, and turning again, as the gun changed hands, attempts to grab it back failed but then succeeded, shots were discharged, and Xander finally was able to grab the gun and shoot Rada dead.
It's on my "to play one day" list. But behind AW.On Baker, I am still fascinated to this day by the resolution of DitV in which narration and putting dice forward just (must) go together.