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Why Don't We Simplify 5e?
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<blockquote data-quote="jgsugden" data-source="post: 8385596" data-attributes="member: 2629"><p>If you think rules are the problem, I challenge you to go play some version of Dread with friends. It is as rule light as you get with a built in luck element. </p><p></p><p>Here is my modified version of it that I play via Zoom with my friends.</p><p></p><p>Everyone gets a Jenga tower and sets it up on camera. </p><p></p><p>Then, a GM tells the players a premise. My last premise was that one of the PCs was headed off to a Cabin in the Woods to spend a weekend with their relative, a famous archaeologist. They were going to bring some friends for the weekend. However, the archaeologist relative was supposed to call them and let them know what groceries to bring and has not called them. If you get an Evil Dead vibe - that is intentional.</p><p></p><p>The GM then asks the players to make up a character that they'll describe in about 30 seconds (an elevator pitch). In my example above, one player was to build that PC, and the other players would build PCs that either join that PC on the trip, or are already near the cabin. One player ran the relative's boyfriend, another ran the boyfriend's little brother, another ran a convict from a nearby prison that escaped into the woods, and the last wanted to run the relative that was already at the cabin.</p><p></p><p>The GM then begins the story and folds in the characters, quickly. The GM gives the PCs threatening situations that they need to survive. Every time they do something, the DM will ask them to pull a number of Jenga pieces and put them on the top of their tower. The number they will pull is a reflection of the difficulty of what they attempt to do. If a tower collapses, it is a disaster for the PC (usually death). If it doesn't, they succeed. For example, the PCs might need to jump start a car. That requires one pull. If the tower falls, the PC is electrocuted when the malevolent spirit of the Cabin in the Woods, moves the cable. </p><p></p><p>To keep players in the game, once their tower fails they reconstruct it. Whenever a living player pulls a piece, they also pull a piece. If their tower falls, it is a disaster for the survivors as well (but usually not death - just added complications). Every 10th piece they pull allows them to introduce something into the story that benefits the survivors. In that story, the young brother had died when a tree monster attacked him and his tower fell, but when he pulled his tenth piece he decided that his brother had his pocket knife, which allowed the brother to remove a door.</p><p></p><p>The game ends when the PCs meet some pre-established criteria, or when the group is all dead.</p><p></p><p>Everything in this game is GM adjudication except the tower pulling. It is a lot of fun. The GM is improvising constantly because the GM doesn't even know what the PCs are going to be playing. This style of game is a great exercise for players that focus on the rules or depend upon rules for their fun.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8385596, member: 2629"] If you think rules are the problem, I challenge you to go play some version of Dread with friends. It is as rule light as you get with a built in luck element. Here is my modified version of it that I play via Zoom with my friends. Everyone gets a Jenga tower and sets it up on camera. Then, a GM tells the players a premise. My last premise was that one of the PCs was headed off to a Cabin in the Woods to spend a weekend with their relative, a famous archaeologist. They were going to bring some friends for the weekend. However, the archaeologist relative was supposed to call them and let them know what groceries to bring and has not called them. If you get an Evil Dead vibe - that is intentional. The GM then asks the players to make up a character that they'll describe in about 30 seconds (an elevator pitch). In my example above, one player was to build that PC, and the other players would build PCs that either join that PC on the trip, or are already near the cabin. One player ran the relative's boyfriend, another ran the boyfriend's little brother, another ran a convict from a nearby prison that escaped into the woods, and the last wanted to run the relative that was already at the cabin. The GM then begins the story and folds in the characters, quickly. The GM gives the PCs threatening situations that they need to survive. Every time they do something, the DM will ask them to pull a number of Jenga pieces and put them on the top of their tower. The number they will pull is a reflection of the difficulty of what they attempt to do. If a tower collapses, it is a disaster for the PC (usually death). If it doesn't, they succeed. For example, the PCs might need to jump start a car. That requires one pull. If the tower falls, the PC is electrocuted when the malevolent spirit of the Cabin in the Woods, moves the cable. To keep players in the game, once their tower fails they reconstruct it. Whenever a living player pulls a piece, they also pull a piece. If their tower falls, it is a disaster for the survivors as well (but usually not death - just added complications). Every 10th piece they pull allows them to introduce something into the story that benefits the survivors. In that story, the young brother had died when a tree monster attacked him and his tower fell, but when he pulled his tenth piece he decided that his brother had his pocket knife, which allowed the brother to remove a door. The game ends when the PCs meet some pre-established criteria, or when the group is all dead. Everything in this game is GM adjudication except the tower pulling. It is a lot of fun. The GM is improvising constantly because the GM doesn't even know what the PCs are going to be playing. This style of game is a great exercise for players that focus on the rules or depend upon rules for their fun. [/QUOTE]
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