About three weeks ago, I posed a simple design challenge to the scene writ large:
- Pick a genre, setting, or time period
- Write one or two paragraphs on context
- Produce one page of random tables
- Give advice on tropes and how to use them
The original poster has a long history of considering randomless group storytelling to be a game.
About three weeks ago, I posed a simple design challenge to the scene writ large:
I take it for granted that I know how I run and have been running my games for a few years now according to the "free kriegsspiel/FKR" (henceforth "ultralight") approach. For almost a calendar year since this concept has become increasingly vogue across the interwebs, many earnest folks have raised repeat questions not about "what is this?" but "how does it actually work?" At the risk of being overly ironic, think of this post as an introductory rulebook to a style of play that assumes a rulebook is patently unnecessary. I'm going to make this quick, because that's something I especially appreciate about this method: it's fast, it's intuitive, and it only needs a little nudge to get going.
Disclaimer: This is how I run my games. This is not "how it always works." It is a (hopefully clarifying) example. The approach here is a varied spectrum. Two referees adopting similar styles may yet produce very different tables. This is, of course, how any two different people running any two different games will pan out, but it's worth stating here since there is not, in fact, "one way" to adopt this method. There are various preferences, emphases, and relationships to consider. So, to reiterate, here is how I go about it.
I find that I love the free kriegsspiel model not because it is simple (though that is a large plus) but because it all is about intuition and honesty with subject matter. In general, storygames and mainstream modern RPGs and even a swath of the old school community don't appeal to me because portions of the experience are deliberately gamified when they could just be role-played. I've said elsewhere that an adventure game needs little more than interesting choices regarding interesting people amidst interesting locales.
You've met a person, right? How do you talk to them? Now talk to a person inside of a game in the same way. Context, motivation, and the assumptions of the setting guide your actions and approach, not mechanization. I appreciate arguments made that certain rules and precedures help to emulate genre or setting, but my counter is that those methods are redundant, as even with passing communal knowledge of the setting at the table, everyone can reasonably play anything with imagination and conversation. Rules can be helpful as a framework, but they are not necessary for play. All you need is a world in which to act.
My challenge for you all is thus:
Mood Music (Look, I can't help myself. I love mood music.)
"Never forget that your clone is a living being. Like pets and even humans, clones have biological necessities that must be addressed. New owners can at times forget, and clones--especially ones placed into new circumstances--are often reluctant to bring them up..."
As I mentioned before, I forever admire the B/X & OSE feel regarding traditional Dungeons & Dragons adventuring, but I'm partial to Into the Odd's take on classless characters. The consequent reliance on items, background, flavor, and cunning to formulate your "class" identity in-game (and several factors therein allowing for constant malleability and foreground growth) is the sweet spot for me in terms of who a character is and what they do. This comes full circle with Yochai Gal's adaptation of the Into the Odd family for "traditional" adventuring in dark wood and dungeon alike, Cairn.
So, without further adieu, I present to you my interpretation of nearly all extant Old School Essentials classes (including Classic Fantasy, Advanced Fantasy, and selections from Carcass Crawler and Dolmenwood) in Cairn loadout style.
(Also available in free PDF at DriveThruRPG and itch.io)
I'm not a good player. Or rather, I am not an invested player. I've learned that I find it hard to remain invested in piloting a single character, and ended up vastly preferring the referee's role over the years due in no small part to my enjoyment of playing through a myriad of non-player characters. Making the mundane come alive, and sprucing up the set dressing of the game world--that's the stuff. It's the world-building I enjoy most of all, but not through arduous campaign planning... it's through the needs, desires, and machinations of NPCs and their related random tables.
After coming across Joel Haver's short films about a year or so ago, I've enjoyed them greatly, and recently, he's put out several animated bits that resonate with my approach to NPCs a great deal. Let's watch them and see what we can gather.