I have been gaming off and on now for 20 years. IMO I have noticed a trend in gaming systems over the years from a focus of story telling to munchkin final fantasy style gaming, with powers and feats ect… I am an old school gamer so I like the story telling side better and still think 2nd ed was the strongest in this area. I want more story telling and less game mechanics. I cant seem to get players on this same page and struggle with power hungry players that min max the crap out of the game. But In hindsight when I been a player I have done the same thing. So whats the solution. Well wrap your head around this scenario. You are at a local Pub with some friends and you accidentally spill a drink on a guy that you don’t know. He comes at you ready to fight you. He looks big and dangerous. Now in a game you might realize that your stats are high and you have a list of feats to use. Your high level so you unleash hell at him, but this doesn’t happen in real life with such certainty …duh because you don’t know what your up against or what your stats are and your attack bonus is. You might win , but you never know for sure. Maybe you have won most fights in the past but you still don’t know your AC or your to hit bonus. Maybe your to hit bonus because of STR is high but If you didn’t know this maybe you would decide to run instead or throw a beer in his eyes and tackle him. That’s what I want in a game from players. Realism. I want players to act how real people do in these situations…uncertain and stupid. I think the problem is that players get to see to much, and thus act predictable and uncreative. they never develop PC personalities. They should only have access to as much information as you and I do in real life…none. We don’t know our “game mechanics” anymore than the next guy, only real hints we get are hunches and what experience teaches us. I propose game mechanics be limited to players. This way they are not distracted by bonuses and feats but instead focus on narrative , interaction and impulse…realism. This should help experienced players remain focused on good gaming habits and new players will be forced to build them. But maybe I’m going overboard or maybe I don’t have the DM skills to inspire players to do these things on there own, but it seems no matter how hard you try, every group of players has one bad seed that abuses the rules and sucks what little realism you have developed out of the game.
The flip side of this is that many players LOVE game mechanics and would be very unsatisfied with a pure (player side) no mechanics campaign. So I was tossing around the idea of a “know they self” loophole for players. The idea being that stats or game mechanic descriptions and relative level could be divulged after a wisdom check or specific life event that would help a character reflect on his/her self. Another aspect I was toying around with is a classless system. I think this might help disgruntled players have more fun with characters and personalize them. I was going to make It more difficult or impossible to self teach certain skills or class powers and make it easier to learn class powers with training. IMO this would encourage players to seek out NPC’s and other masters in the campaign for training and this would limit the available class powers that PC’s had access to. For instance If a player really cant kick the habit of min / max his PC…fine, but he will have to spend long years training on his own or travel great distances to find a specific master. This would also create a dynamic of NPC’s not wanting to teach everyone that came to them specific powerful class traits, in order to keep them with in the worthy or elite groups. Further they might change large sums of money or demand certain years of service or proof of worth and trust. Again my concern is that players would not understand how this would make the game better, even If it seems to be less fun in there eyes initially. I think this gaming style could increase realism and plausibility.
Any helpful constructive criticism ?
Any one else think this way?