Wednesday, May 1, 2019

Play the World

Searching the for insights into the 'free-form" role-playing procedures of some of the earliest GMs and designers, the Tinkerage came across an intriguing series of posts called "Play the world, not the rules" on Darkworm Colt.

This is a method that you can summarize on a page, uses only six-sided dice, descriptive character generation, and just two basic mechanics. And the point of this is that the rules, the "Visible Rulebook" to borrow a term from from S. John Ross, are necessary only to the extent that they facilitate the interaction between the players, their characters, and the worlds they want to explore.

Here's the method for playing the world:

1 - Characters

Briefly describe your character, including notable attributes, like skills, characteristics, or professions (maybe five or so). One or two attributes may count as outstanding (use two words for emphasis like "excellent tracker"). The necessary level of detail is to create a playable role.

If you're stuck, roll dice to help you decide on your attributes, and refer to any work of fiction, rule-set or character generation system for ideas about stats and skills, professions, and backgrounds.

In general, a modifier for a notable one-word attribute is +1, an outstanding two-word attribute (skilled swordsman, talented pilot) is +2, and rare superlative attributes (exceptional swordsman; best pilot in the system) are +3.

2 - Tests

When you need to account for risk or uncertainty, roll the dice. An average roll (around 7) is average, you most likely continue but the situation is not necessarily resolved, high is good (around 9+) and usually decisive, low (around 5-) is bad and entails negative consequences.

Apply modifiers for suitable character attributes and the situation and equipment in the +3 to -3 range.

3 - Opposed rolls

Roll the dice for opposing efforts (such as combat, but also other cases of active opposition) and compare. Highest wins, and the bigger the difference the more decisive the outcome. Apply modifiers, as for tests.

4 - Hit points

Darkworm Colt uses a "three strikes" system: character can take three hits and then they're out. Tougher characters might have more hits at the GMs discretion.

For the sake of greater flexibility, I'd suggest six hits, with stronger characters adding 1 or 2 more as indicated by a suitable attribute. Lighter attacks deal 1 hit. Heavier attacks can inflict 2 or 3 hits. The GM should apply judgement and err on the side of character survival. A character at exactly zero hits is stunned, staggered, dropped, and so on, but not dead.

5 - Play the world

The game isn't in the method; the game is in the sources you choose for inspiration, in the worlds you construct, and in the scenarios the GM devises and the creativity players bring to them.


4 comments:

  1. Using 2d6 for the roll, then? That's another set I could turn into a giveaway, since everyone has a few six-siders around the house.

    I'm currently running Gateway, mostly because the kids I'm playing with are motivated by mechanical bonuses that they can improve on the character sheet after every session. Also because I can call it Dungeons and Dragons, since the game is derivative of 5E (but still quite loose).

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    1. Yes, just 2d6. Ordinary dice are easy to roll and count, and the chances can work well if the modifiers are not extreme. In this method, 7+ yields around a 60% chance of success, and a +1 pushes that to around 70%, a +2 to around 80% and a +3 to 90% (more or less). Come to think of it, a d20 test would start at 9+ to succeed, with modifiers from -6 to +6 if you matched the spread.

      I've looked over Gateway and it's quite clever to use the advantage/disadvantage system as the sole mechanic, although I do think that long term that's (potentially) a little restrictive. Interesting point about players liking the small, incremental gains in character bonuses. I think that in this system characters could gain small gains in their attributes, and new attributes, as well as other markers of experience, like more "hits", better equipment, greater status in the world, and so on. But progress would be much slower. It reminds me of Classic Traveller this way.

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    2. It is somewhat restrictive, but it does seem to be deliberately designed AS a "gateway" game to more conventional games. If I thought I could keep a campaign going for more than a few months I probably wouldn't use it.

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  2. I like the light medium and heavy armor at 1, 2, and 3 with a shield adding another +1 to the hit point total.

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