Advancement rules are another aspect of roleplaying that sees heavy mechanization. Which I totally get – I agree that games are about what they reward. How these rewards are illustrated, handed out, and utilized, however, has a variety of methods they can be handled with – and like everything else in this series I think you can get away having a fully featured and rich set of rewards without explicitly mechanizing them.
continue readingTag: dungeons & dragons
Barrowmaze Open Table Session 9
Summary
The party attends a Winter Elf play and enters into a living myth to retrieve a magical harp from a paranoid Frost Giant.
Player Characters
- Barkface the Druid, played by EvilTables
- Donnie the Bard, played by Malley
- Uriel the Ranger, played by Dante
Hirelings
- Arnd the Dwarf
- Bran the failed magician
- Garbash, Cleric of Crom
- Irya the Archer
- Manks, Cleric of Hathor
Less Rules to Do More: Wounds
One of the things I have done when running Primeval 2D6 is to get rid of the more abstract notion of hit points, number of hits, etc. in favor of a more descriptive form of injuries.
This has coincided with my attempt to move all of my old school-styled gaming away from discussions of numbers and mechanics, and instead towards a discussion of the fiction as much as possible.
details followLess Rules To Do More: Combat Maneuvers
In my previous post I suggest removing mechanics around the important parts of the game to see if a more freeform rulings style of play will give you what you looking for, instead of defaulting to adding new mechanics.
Let’s look at one of the most popular areas to begin to add rules to games: combat maneuvers.
read moreLess Rules To Do More
Hanging out on forums, game design communities, discord servers and the like I come across a lot of people trying to hack games, old school D&D in particular to do more than what it currently does for them.
Some examples include things like:
- Differentiating between “kinds” of hit-points, often breaking out concepts of luck, stress, actual physical damage into a variety of classes.
- De-abstracting armor class, clearly defining between the kinds of armor that keeps blows from hurting you, and actions you perform to completely avoid these blows (such as dodging and parrying).
- Adding concrete actions and reactions to combat – rules for called shots, active parries, specific classes of strikes, etc.
- Various implementations and adjustments to the magic system.
- Skills in general.
- More nuances to the experience systems.
This is all great – hacking is very much in the spirit of D&D and roleplaying and definitely should be done. Some really awesome games have developed out of the tradition of grabbing D&D, removing stuff you don’t like, adding stuff you do, and putting your own mark on it.
What I want to do is make an argument for removing rules to do what you want, before adding them in. This may seem counter-intuitive – how can you establish something as a priority if you don’t have a concrete rule for it?
read moreBarrowmaze Open Table Session 6
edit: I accidentally listed this as session 7 before, but have edited the title to the correct number, sorry if the URL stays the same and is confusing.
I am going to try more of a short summary this time around (instead of the longer form narration of events), since I’ve fallen behind updating these. This may also allow me to kind of summarize process a bit more.
If you’re reading along and you have a strong preference for one style or the other let me know.
summary follows