Consider the following.
The year is 1972. OD&D is almost two years away. We’re playing a game called “Blackmore” (or Greyhawk or Tekumel or Braunstein) where we have these great fictional characters exploring a great fictional world.
The characters have personality and appearance. We write down one or two cool things about them and maybe a weakness. Some stuff to make them human.
There is a setting. Perhaps it's the dungeon of a castle. Perhaps some expanse of foreboding forest (since every forest is foreboding and accursed.) You describe what you're going to do - no skill checks! And your referee adjudicates and describes what is happening.
The referee helps to narrate what happens at moments of conflict and uncertainty. Sometimes he asks for die rolls - generally, low is bad, high is good, and in the case of conflict, ties or near-ties require negotiation. But the results are really loosey-goosey and handwavey by the standards of our real decade. “Rulings, not rules” turned up to 11.
Are there rules? Game mechanics? Yes. But there’s no rule book (yet) so only the ref really knows what the game mechanics are. You have to trust the ref. It’s a lot like the first time we all played - before we knew what the dice and tables meant.
Without hard stats, without hit points, without definite rules to lawyer over, you’re just this cool character exploring the world with your friends and perhaps rivals. The fiction is draped in front of the scaffolding of game mechanics. You just... play.
As you go along and things happen, you and the ref decide what numbers to write in, and even what categories there are: brains, guts, sex appeal, foot speed? It all depends on what’s been important so far. Who knows what “stats” you will think up.
The ref counts on you to direct the action. The world is alive and it’s turning whether you want to engage with it or not. It’s your show, not the ref’s. There’s no modules or story paths. They don’t even exist. Nobody’s standing there handing out quests when you click on an icon over their head. You gotta go hunt for adventure.
Would you like to play this way? Would you try it and try to get used to it? Would you turn your nose up?
I would like to play this way. Maybe not all the time but it would be a fun change of pace.
Incidentally, this isn't how I'm running my upcoming Port campaign. There is already enough of a gap between the new-school game the players are used to and the old-school game I'm going to run to make them try to make this mental leap as well. Maybe in a couple years we can try :)
Incidentally, this isn't how I'm running my upcoming Port campaign. There is already enough of a gap between the new-school game the players are used to and the old-school game I'm going to run to make them try to make this mental leap as well. Maybe in a couple years we can try :)