Personal Rules for Playing
The other day, I posted my personal rules for Narrating a game, so I thought today I’d share my rules for playing in a game.
Object Only Once. Everything deserves one objection. If a rule is applied incorrectly, or something impossible or unfair happened, it deserves pointing out. After doing so, and the Narrator has made a decision, it shouldn’t be brought up again until after the game, lest all play grind to a halt.
Make the In-Character/Out-of-Character Line Clear. By making it clear when I am speaking as a player as opposed to a character, a lot of misunderstandings are avoided. Making it clear when I am speaking In-Character encourages other players to respond as their characters as well, encouraging role playing. Often, simply adopting a speech pattern different from my own is enough to alert other players. In some situations, I have seen an additional signal used to signify Out-of-Character speech, such as raising a hand or visibly crossing the index and middle fingers.
Share the Story. Ideally, my character’s story should strengthen the stories of the other characters and be strengthened by their stories. While the weaving of stories together is the Narrators job, it’s best not to make that any more difficult by providing as few restricting details on the story as possible.
Clear New Characters with the Group. Whenever I roll up a new character, I make sure that the concept is acceptable to the rest of the group. While problems rarely do crop up at this point, it is often best to establish whether or not a Paladin may be acceptable in a party, or whether a Ranger would be a bad choice as the other players intend to focus on Urban Environments.
The Party Comes First. While I am generally loathe to sacrifice role playing or any aspect of the story simply for game’s sake, there are some situations where this is almost required. When playing a character who will do something which can affect the party in a significant and story altering, I try to find a time to clear it with each of the other players. The story is theirs as well, and if they feel that a particular action would derail the story or ruin their enjoyment of it, I talk to the Narrator about finding a solution to the problem.
Always Participate. I may find puzzles boring, and my character might even find them boring, but it is still important to pay attention to them and participate in them. The Narrator worked hard to design the adventure and puzzle, and not participating or engaging part of it is at best discouraging and at worst insulting. When caught in these situations where you feel impotent or bored as either a player or character, a good fail-safe is to participate by active observation and learning. Watch what the other players do, and you can learn both how to accomplish new things, and sometimes how to enjoy doing so.
Ask Questions. My most important rule. There will always be times when a rule is not fully understood, or something happens which I do not follow at the time. When this happens, ask questions immediately. It is better to pause the game so that an explanation can be provided than to temporarily withdraw from play because something wasn’t understood.
What are your rules for playing in a game?
Everyone Should Run a Diceless Session
Most RPGs use some form of randomizer in order to resolve actions. In many games, dice are used as a randomizer within a system of mechanics. You roll the dice, and apply a formula given to you by the system mechanics to determine what happened. In some cases, this is as simple as trying to roll above or below a certain number to achieve success, such as in the ADnD Non-Weapon Proficiency System. In other cases, modifiers are added and/or subtracted to a roll of dice, though a target number may still exist that must be rolled above or below, such as the Infamous ADnD THAC0.
Dice are not the only randomizer used in RPGs, such as some LARP Systems where players may resolve actions by playing a quick game of Rock-Paper-Scissors, or something similar. For ease of the average reader, and tradition, however, we will refer to systems which have no randomizer as “diceless,” a method of play I suggest everyone embrace at least once.
The first RPG I ever played was diceless, a text-based Star Wars game which we played in the old AOL chat rooms and message boards. In the beginning, we had no Narrator, Game Master, or anything similiar. No one was “in charge” of the game, and only a few simple rules existed:
All characters can die.
Do not announce or attempt to control the results of an action involving another player. Results were generally determined by group moderation, and a consensus could usually be quickly reached based on circumstances, who was doing what at the time, and dramatic effect.
If there’s no trust, there’s no game.
Roleplay, or Get Out.
As time progressed, our playing evolved. Eventually someone would become a Narrator for awhile, and they would be in charge of directing and telling a story. Dice, however, were still not used.
In this time period, I learned more about Role-Playing and Game Theory than I would by playing traditional dice-based systems in the following six years. Particularly, I learned about player cooperation and trust, and learning to let stories grow organically, and out of natural role-playing situations.
Everyone should play a diceless game at least once. Here are a few tips to get you started:
One simple way to convert any normal system into a diceless one is to create characters, NPCs and such normally, and give them normal stat modifiers. These are then used to determine results by comparing modifiers and statistics (the higher one winning if the situation if all other things are equal). Situations are resolved by recognizing what makes sense in the situation, and what makes for a good story in addition to analyzing existing numbers and statistics, which often only allow for the resolution of very straightforward situations, such as an arm wrestling competition.
Another simple way is to abandon statistics altogether and allow for a purely story-driven game. Actions and events are resolved entirely by what makes sense in the given situation and what makes for a good story, and what “feels right.” This method is often especially useful if the players are not all on the same side and do not share the same goals - they are allowing themselves to be the opposition and fulfill more parts of the story. This method most often works best with a Narrator or Game Master to help maintain control, though if players are fulfilling the roles on multiple parts of the conflict, the game may be entirely player driven.
Each of these methods relies heavily on trust, both for the Narrator or Game Master and the other PCs. If players do not trust the people who are determining how actions resolve, the game will fall apart, as it is inherently more cooperative than systems which include a randomizer.
So what do you have to gain from running a diceless system? A better understanding of how to direct stories and character growth, as well as an increased level of confidence in your abilities to run and direct a game; understanding how to run a diceless game will let you feel confident when it comes time to set aside the mechanics of a normal system for story purposes, or just to ensure that the game remains fun.
What do you have to gain from playing a diceless system? A better understanding of how to contribute to the story and growth of a game, and how to interact with PCs and NPCs to do so. Players will often walk away from a diceless session feeling more prepared to take control of their characters destiny and the direction of the story in a normal session, thus injecting more life into the game.
Has anyone ever played a diceless system before? Did anyone try it after reading this? What were your experiences?
