Play What You Know

Rules mastery is great but the concept makes games intimidating to new players. When I started playing RPGs, we didn’t know a lot but we played anyway. We got a lot wrong but we still had fun. I’m considering including something like the following in my games.

So if you can have fun not using the rules, do you need them? Rules can help you tell a story, they’re a partner in the creative process that makes for a level playing field. Ignoring rules can make things too easy, too hard or maybe make things that should be possible impossible. They change the story being told.

But if you leave them out, as long as you have a way of handling conflicts between players you can form a narrative together. The most common conflict to resolve is establishing a cost for success. Usually that cost is some kind of skill check.

Aim for play that follows the rules as you understand them. There will be times when you realize you don’t know how something is supposed to work. Usually this results in the facilitator frantically reading through the book trying to find a relevant rule. That may be necessary if the condition is likely to come up frequently.

If It’s something that’s only going to come up once a session, consider ruling in favor of the players this time and make a note to study the problem later in between sessions. Automatically favoring the players can serve as a signal that no rule is being used and the players should not always expect that result. There is a problem with establishing the precedence of a house rule. It will stick in the players minds and it will be hard for them to remember it was a stop gap.

There is a long history of house rules in RPGs. They became an important part of play because rules were often poorly written and players were left to fill in the gaps.

Today there’s more page count being dedicated to better descriptions and a greater knowledge of what works for players. House rules are best when a rule gives the players an experience they don’t want or they don’t cover a subject the players are interested in exploring.

As you learn, update your play to match the rules as written. This way you’ll get the experience that was intended.

Player Conflicts

there are really only three conflicts that come up in RPGs. Not in story, I mean between players. Usually the default mechanism for resolution is GM fiat or group consensus. I have some thoughts on that but for now, see if you can come up with a type of disagreement that can arise during play (that is about the play) that can’t be covered by these three.

Not for free

Players want the event to happen but it should require a test of skill or pay a cost.

Tone Harmonize

Something introduced is not in the perceived tone of the story for one or more players. Giving all players influence over tone can cause the tone to shift over time.

Problem Causing

A narrative causes discord with established story. Normally this is seen as a failure in the story. Can the discordant elemements become acceptable in specific circumstances?