So I imagine that a lot of DMs who run OSR stuff fly by the seat of their pants from game to game, relying on their abstract knowledge of D&D to guide their rulings, cook up combat, and solicit story.
What's funny is that I use to hate that particular style of DMing. I used to think that the rules were supreme and were higher than the DM himself and that betraying them was a disservice to all players at the table. But as I played more and more OSR stuff I started getting into the game that was happening at the table. I stopped caring about the game that coulda shoulda woulda been the game described by the rules. Now I find myself tapping into my knowledge reservoirs (as empty as they may be) more often at the table and keeping my books and pdfs nearby lest I really really need to look something up for some reason.
However the printed text has a certain ethos-logos attached to it. Most players new to OSR stuff are more willing to try your weird game if it's printed on dead trees. This has half-motivated me to try and produce my own rules document. I say half-motivated because when a source book is introduced suddenly the DM isn't the only authority at the table. I'd practically be asking the potential lawyers to slap me with the white glove of rule dueling. But I think this fear can be chalked up to my own paranoia.
The hope would be that the rules would facilitate the game that's going on at the table and not the idyllic one they outline. More so since it's my rules document there's not going to be any niche rules in their that could potentially challenge my DMship and even if there is it's probably a good thing because I'm a forgetful plebian.
Now that I've decided to produce this rules document the only thing that I need to decide on is a name. Sure I could just call it Into the Weird but that sounds eerily similar to a certain designer's game and I believe I would be doing him a disservice by circulating such a document. So I've settled on "Qwik N Durti Role Playing Game" or QNDRPG for short.
Why that name? Well it certainly isn't artsie and I'm OK with that. This is a rules document not a module. In the latter's case I would take more creative liberty with the title. As for the reference to haste and filth I feel it resonates with my particular style.
An adventurer's life will be brief.
The world will be dangerous and bloodthirsty; a threat. There will be blood to spill. There will be muck to crawl through. There will be death.
Life will be quick. It will be dirty. There will be no time for philosophy or debate because someday death will be over that bend, around that corner.
So is the adventurer's life.
This is good. It is good to write down your house ruled version of the great game. It's good to release it into the wild where people can use it and comment on it.
ReplyDeleteThe only thing I have to add is: the map is not the territory; the game at the table is the thing.
Somehow you were not on my blogroll, so I added you.
Thanks for the comment! You're right! I think that's why a lot of popular published settings such as Hubris or Swordfish Island are so popular. They have random mechanics built in so one run can be vastly different from another. I'll add you to my roll as well :)
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