Wednesday, October 21, 2020

Player Narrative Control vs. Rules Complexity

It seems to me the more complicated the rules, the less control over the narrative a player possesses.

It is an interesting theory, and some in some games you don't have to look far to find examples of this. In the Pathfinder supplement Ultimate Intrigue, you needed a feat to call a truce during a combat. That feels like something a crafty player should be able to come up with, make an offer, and have the referee call for a CHR roll or ruling on the spot given NPC motivations and the adventure.

We throw down a bag of treasure and look at the attacking kobolds. We got a deal? We can make this mutually beneficial to both sides. Work with us and there could be...more...

In B/X, make a CHR roll if the referee thinks this has a chance of working, maybe raise the difficulty based on the offer. And then we are on our way. No social combat system needed. Those ability scores are good for something, after all.

But in general, the more rules players are beholden to, the less control they have over the world in general. Because there will always be a rule sitting out there somewhere saying you can't do something, when it should be up to improvisation and your skills and ability scores. Even a skill layer takes away options. Star Frontiers used a lot of base ability score checks for climbing, swimming, weight lifting, dodging, spotting hidden items, and other physical actions closely tied to ability scores - and there were no companion skills to punish the unskilled. This was pulp sci-fi, if your doctor was strong they could lift a heavy log off someone and play continued. Make a STR roll and let's keep playing!

The new edition of Traveller and the athletics skill comes to mind, which bothers me slightly. It essentially modifies what should be ability score rolls. To me, a skill is a specialty outside of an ability score - not a skill for using an ability score. Skills need education, training, and practice. Ability scores should be what comes naturally and need no skills to use. If I have a high STR, well, of course I can lift weights. There is a level of detail there I feel is not needed.

This is why games with long lists of skills feel like they destroy the usefulness of ability scores to me. What is your STR, just a modifier to STR skills or does it have any practical use on its own? Why even have a STR score if it does nothing without an attached skill? Games like this devalue the base ability score set and slow up play by forcing reference for every action attempted during play.

What is the skill for that?

A system like B/X, and especially one like Old School Essentials where B/X ability score checks are ruled into the game, and skills are not used in the system (or are optional) make that set of ability scores even more powerful. You have a high DEX? Well, that obviously includes some DEX skills like balance, knife throwing, jumping, and a bunch of other cool DEX things you learned through life. An ability score in a system without skills automatically comes with built in skills.

And you don't need to keep a huge list of them, calculate percentages, level them up, and use your ability scores as modifiers. Now, in B/X some activities (like thief skills) are special cases because they require special training, and that is understood when you begin play. But for everything else, a referee ruling and a creative player plan is all that is needed.

If the game had more rules to control every possible action? More reference, more flipping through the book, slower play, and the less things your character can do without making some choice to be good at one thing while not being good at others. There are times I like the complexity. There are others that say, I rolled a high DEX, let me do all these fun DEX things without punishing me with choosing which DEX things I want to do good versus not-so-good.

Let my high scores mean more, please, and save the skills for really specialized trainings, and not the everyday heroic things pulp heroes do.

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