Captain Anorak's
Guide to Gaming
Running Games with no Rules
Almost all commercially produced roleplaying games have a game
mechanics system which is used to describe action that happens. This
may perhaps be necessary in commercial games which are written for a
mass audience (though I'm not convinced that it is necessary), but if
you're writing a game just for your own circle of players then I
would seriously think about whether rules are needed or not.
There are several related questions here: (1) should there be
game mechanics or not; (2) if yes, should these game mechanics be known
to the players; (3) if the characters have statistics to define their
abilities, should these be known to the players or not?
HOW DO YOU RUN WITHOUT RULES?
I've run dozens of scenarios without game mechanics. I have verbal
descriptions of the characters' abilities. When someone tries to do an
action, I either decide what his chance of success is, or I simply
decide whether he succeeds or fails.
THE FEELING OF DEFINED REALITY
When you have game mechanics, there is a certain feeling of solid
ground beneath your feet. There are rules in the book which determine
the chance of success. These are the same every time, so there's no
arbitrary decision-making. It's 'fair' in that every character gets
a chance of success dependent just on his stats; two characters with
equal stats should always have the same chance of success when attempting
the same action. However, in any sensible game system the GM will have
to make some kind of decision about how difficult to do a thing is,
so in fact there will be an arbitrary judgement there which will affect
the final chance of success.
KNOWING HOW GOOD YOU ARE
In reality people don't know exactly how likely they are to succeed
at a certain task. Having the ability to precisely work it out is
unrealistic. In reality, you often don't know if you can do something
until you try it.
Worse, when players know their charcters' stats they often
compare them to see who is best at a certain thing. This would not
be possible in reality; furthermore, it removes an important tension
from the game caused by not knowing who is the best. In cinema,
there are often climactic points in the film where two characters
go up against each other to settle once and for all who is the best.
This can't happen in roleplaying if players can see each others'
stats.
One advantage of seeing a defined chance of success is that it
does give you a feeling of how difficult something is. This gives
players a feeling of risk which they might get from doing something
risky in reality, but which they don't get sitting around a table.
EXAMPLE:
This is from
The King's Men,
a game which I once ran with a rules system
that I knew but the players didn't. I made all the dice rolls myself,
in secret.
In the course of a battle on horseback, a mounted charcter took a spear
in the guts. I made a roll for him to stay alive. If memory serves
me correctly, he had to roll, on D100, Constitution x3 (=36) or less to
stay alive and Constitution x1 (=12) or less to stay conscious. I rolled
and remarkably he stayed conscious. He then had to roll to avoid falling
off his horse. I think the roll needed was Ride skill at a -40 penalty,
which came to 20%. Again I rolled and he made it. So his chance of
staying conscious and on his horse was 2.4% and he made that by
extreme good luck. I tried to impress on people how lucky he'd been
but I didn't convince them and they went away saying 'This game's
really unrealistic. He should have just died.' Of course he should; his
chance of instant death was 64%. If the players had seen these numbers
they would have realised just how incredibly spawny he'd been instead
of slagging off my game.
Another advantage of defined rule systems is that different people
have different ideas about how the world works and without numbers to
refer to, then the GM just has to make a decision based on his own
ideas, which may well be flawed. Having said that, a rules system
can only cover a certain number of possibilities, and in practice most
of the situations which a GM will have to judge on will not be covered.
GAME EMPHASIS
One of the most important arguments to me is about the emphasis of the
game: what the players are thinking about when they play. To my mind,
a roleplaying game is about playing characters, and the only purpose of any
game mechanics system is as a tool to represent the reality of the game
world. The rules should not be a prominent part of the game which the
players are thinking about all the time; this distracts them from their
proper business of roleplaying their characters. Thus if there is no game
system
known to the players (whether there are no rules at all, or whether the
rules are known only to the GM), this distraction is kept away from them
and so they concentrate on roleplaying not on rules.