talorien508
Villager
Hi Ian, it's Mark.As player or as GM, what aspects or elements of the activity of engaging in a roleplaying game do you, personally, need the system to support or do with mechanics and rules? What parts of play do you NOT need the system to do, or actively do not want the system involved in? What game systems are good examples of what you prefer from that perspective?
Just by way of a very basic example that I think most folks have experience with: do you need the system to help you determine whether a character is able to find and disarm a trap? In its most basic sense, this means some sort of skill or ability check to determine success. As opposed to the player describing where they are looking or how they are searching, and then (if a trap is found) how they will disarm it? (Note that i don't want this thread to be about finding traps, DM-may-I or pixlehunting. This is just an example. Feel free to start that thread if you really want to dive into that subject.)
Another example would be social situations: do you want the system to get involved in convincing NPC X to do Y?
For me, the rules are the guardrails to lean into when I can't adjudicate a particular event. To use your social situations example, I would try to encourage and hope the players explain to the NPC their rationale and convince them without a roll. If they make a really convincing plea in roleplay or blow it completely, there is no roll needed. It's when the reply is somewhat middle of the road that I will ask PCs to make a check.
For traps it really depends on the trap and its trigger. Not to mention how the characters explain their movement and what they do to find traps. If they haven't made express plans to search for traps, it's probably going to be unseen and triggered. Thus, no roll is needed. (Some traps still have saves etc.). If they are looking then they most likely will find obvious traps without a roll. It's only on the top tier traps where they need to be found and disarmed. In most cases I will have them roll to disarm the trap unless they tell me a clever way to make the trap fail or be neutralized.
So, for me, the rules are a framework I use when needed, I'm not beholden to them. Combat being the exception, as there is little room for ambiguity. Not that we don't fudge things at times if someone has something interesting they want to do. I want the rules to fade into the background when they are not really needed and be there for us when we want/need them.
So I guess you might say I like less rules as a GM. I think 5e and BRP fill that role. If I want more I might go to PF1 or 3.5. I think Savage Worlds and PF2e maybe fit somewhere in the middle. Although, I think the relative complexity is more on the combat side of things. Regardless, with any system you decide when to use the rules and when to hand wave. Not sure I completely gave you the answer you're looking for, but you may understand where I am coming from, since you know me.
As a player, I'm flexible and will play any system the GM is willing to run. Rules heavy or rules light.