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I recently found this free e-book, Quick Primer for Old School Gaming. It's full of ideas that go directly against a lot of modern game design, yet really struck home for me. It's got these four "Zen Moments:"
I dig this paragraph:
Most of the time in old-style gaming, you don’t use a rule; you make a ruling. It’s easy to understand that sentence, but it takes a flash of insight to really “get it.” The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on. This is why characters have so few numbers on the character sheet, and why they have so few specified abilities.
When I first read this, I cringed, thinking about the idea of hard GM fiat. Reading it again, though, I realized it's kind of player-empowering. The people I play with are cool, and we don't screw each other over. I'd trust any of them to be the arbitrator for an in-game event, and in reality, we do this every week. If looking up a rule is taking too long or is boring, we skip it and use an extrapolation from the rules we do know.
Something about this pamphlet scratched an itch I'd been having a lot recently. I'd be curious to know what your reaction to it is.
Posted By: komradebobI'm going to point again to the idea that players at different ages ( say prime rpger age of 12-22 versus older gamers of 28+) react differently to this concept (GM Fiat/Rulings).
Posted By: Number6intheVillageI would only agree about very young players - where they really see things only in black and white and are extremely egotistic and competitive. Even slightly mature ones recognize that gaming (even Monopoly) is a collaborative experience.
The irony is that it requires the authority of a book to get gamers to question the authority of another book.
The irony is that it requires the authority of a book to get gamers to question the authority of another book.
When I read all this stuff about old school, it just sounds like Tunnels & Trolls to me. Except Tunnels & Trolls was more elegant and made more sense than old school D&D. In my completely objective, unbiased opinion.
I guess that's because the T&T ruleset froze in 1979 and only recently thawed and began growing organically again.
And T&T wasn't a reaction to AD&D like so many other games, it was a reaction to OD&D.
Posted By: GeorgiosThe only thing I dislike is the ridiculous strawman of "modern gaming" that is used to contrast it to the awesome and fun of "old school". I think at its core it's really just some rock solid advice on playing roleplaying games, and there's really no need to attribute it to one "school" or the other.
Posted By: noismsWho cares whether it's 'Gamist' or not? I mean really, what does it matter where OD&D fits in the GNS model? I don't understand why it's an issue.
I agree the primer seems to be a reaction against post-TSR D&D rather than modern gaming per se, and the author perhaps should have been more nuanced in his portrayal. But it works extremely well for what it is: an argument as to why 'old school gaming' deserves another look from people who've passed it over.
Posted By: Eero TuovinenThe fact that the GM has a lot of power is not equivalent with the supposition that there is no system. One of my own goals in playing a lot of adventure fantasy this winter is to learn to verbalize the hidden knowledge - how the GM makes the choices that makes them a "great GM", and how he avoids making the ones that make him a bad one. When you manage to verbalize, you can write rules, and that's where the discoveries are.
Just today we played a session with this very exact style we're discussing here, and although the GM had great power, there was no GM fiat. But perhaps I'll write about that with a full play report somewhere else.
Posted By: komradebobPosted By: Eero Tuovinen
Just today we played a session with this very exact style we're discussing here, and although the GM had great power, there was no GM fiat. But perhaps I'll write about that with a full play report somewhere else.
I would very much like to read this thread, if you're inclined to put it up.
Posted By: komradebobMay I suggest that one of the overlooked skills of this style of GM is to incorporate ( or steal) ideas from players and work them back in? The difference between the great GM vs. terrible GM that Paul T is positing may well rest heavily on that skill.
The difference with ( some ) dirty-hippy gaming and this old-skool stuff, is that incorporation of player ideas ( and even understanding of game world "physics") is in the open.
I think there's also the fact that such a GM is not as "above the law" as one would think. I'd argue that any GM worth his salt in such a game, would put the consistency of the game world above his own whims or even the whims of the players. Even though he usually comes up with and plays the game world, the "physics" of that world limit his actions as much as the actions of the players.
Sure, he could re-write the "physics" if they'd keep him from doing what he wants to do, but then what's the point of playing?
I ran a pretty fun game of generic D&D (basicfantasy.org) this weekend, keeping this document in my head the whole time. What I found was interesting: we definitely had a system, and it was tailored specifically for this group at this time.
Example: One of the players had never played D&D before, so she had no preconceptions of what she couldn't do. She was playing an elf, and so she was a spellcaster. The characters were entering a crypt and wanted to sense if there was any magic around. There's a spell for that - Detect Magic - but it's pretty specific, and makes magic stuff glow. So, we've got a new player who wants more information in order to make decisions, and a basic system framework which doesn't prohibit getting a weird feeling, but does have a Wisdom stat. So, I tell her to make a Wisdom check (with my own stat check system that I made up on the fly); she makes it; and I tell her that she gets a creepy feeling, like there's old malevolent magic here. This works great for us. I get to convey info; she gets info; and it's done at character level.
Hey Clinton, I've got a serious question for you. Or rather a series of questions revolving around one issue.
If a different player, at the same table, had a character who posessed the Detect Magic spell, would you have made the same ruling in the same way, allowing the player to make the Wisdom check?
If you wouldn't have, then how would you have done things differently?
If you would have, then what would you say to the (hypothetical) player who invested resources in that spell and now (hypothetically) wonders what value they are getting out of their investment?
Eric,
I'd have allowed it. Detect Magic pinpoints the source of magic and gives a lot more info. A gut feeling is basically the player checking in with me to ask, "Should we be nervous?"
What I'd say to the (hypothetical) player, if they wondered, is that they were getting a lot more information, and could make the same sort of ability checks based on that information to get even more info. I think that'd work.
Groovy.
Posted By: Mark WIt's not so much about GM fiat (although there can be plenty of that). It's that the system is (1) almost entirely drama resolution based on the GM's world-model, and (2) initially totally obscured from the players, who must learn it through experimentation and research.
Posted By: Mark WWhile there is an appeal to "realistic", "common sense", "logical consequences" as principle, in practice these are contested things, often based more on "whatever the GM read this week" than anything objective.
Posted By: ClintonSo, I tell her to make a Wisdom check (with my own stat check system that I made up on the fly);
If you're worried about giving the players a precedent - a rule - that they can then count on exploiting in a future situation, but you also want to maintain an illusion of a consistent and logical world with predictable laws, you probably tend towards keeping as much as possible of your decision-making behind the curtain.
Posted By: Mark WCharacters who live in the world know more about it than their players. They understand its rules and "physics" intimately. However, this knowledge is only available to the player of that character through careful questioning of the GM.
Posted By: GeorgiosBut by then it's already too late. That's why such debates rarely, if ever work out well and always interrupt the flow of the game.
Posted By: Rust
I'm not sure I'm seeing how Gamist techniques fit in there.