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I always liked this idea of a "ruleless, diceless RPG". I was always too lazy to read the RPG manuals, I didn't necessarily like the Tolkien universe, and I nev
by esfandia 9y ago
I always liked this idea of a "ruleless, diceless RPG". I was always too lazy to read the RPG manuals, I didn't necessarily like the Tolkien universe, and I never liked randomness in battle outcomes. So the only way you could get me to be the gamemaster was to just let me create my own universe and let me decide on the outcome without resorting to dice. Usually plain common sense is enough: if you decide to attack a fully armed soldier barehanded, well you just die.
- throwanem 9y agoRules and dice exist because inventing a compelling collaborative story is hard. They let you concentrate your effort on the parts that really count, and handwave past the parts that don't with a decent mix of low effort, reasonable verisimilitude, and a chance, if you want one, for something to happen that puts a new twist in the story.
- sbergot 9y agoAgreed. It also introduces an element of surprise. And also gives you a source of narra "constrains" while you are playing. This tends to help everyone come up with interesting ideas. I lean toward games like dungeon world (http://dungeon-world.com/downloads/Dungeon_World_Play_Sheets.pdf http://dungeon-world.com/downloads/Dungeon_World_Play_Sheets...) that provide a set of lightweight rules and teach how to keep the flow of the adventure so that everyone has fun.