At bedtime recently the Little Guy requested I read him a rulebook
for a roleplaying game based on one of the media properties he’s
quickly come to adore. I’ll omit names to protect the identity of
the game and its designers. It was published in 1991, around the time
several roleplaying games in a similar style reached prominence,
including Vampire: The Masquerade, Shadowrun, 2nd
edition Dungeons & Dragons, and my beloved Star Wars
Roleplaying Game from West End Games (to name only a few).
Reading the game book aloud proved how tedious the language was; but
the real test was reading the comprehensive skill section aloud.
Although it eventually put the Little Guy asleep, it ran the risk of
actually putting the reader to sleep.
Nearly every skill followed the same initial formula: “[Skill
name] is the ability to [insert skill description].” The text
ranged from a simple definition one could easily glean from the skill
name itself to a comprehensive discussion of just what one could do
with the skill through specific game mechanics. The game – like
many of its time – relied on a core mechanic for most skill
resolutions and combat, yet various factors complicated this in the
manner of modifications; hence some skill definitions with tedious
rules discussions buried within.
Comprehensive skill listings seemed standard practice for
roleplaying games of that time; even today many games still rely on
exhaustive and sometimes dry descriptions of skills perhaps more
succinctly defined by their names. Sure, some skills require a little
more elaboration than simply a name depending on both the game
mechanics and the setting; but this could fit better into other
rules-heavy procedural sections on resolving movement, combat, and
other game issues.
At times I look at the Star Wars Roleplaying Game and
shudder at the overly comprehensive coverage of skills, including
tables for specific skill functions. First edition established this –
albeit with some short or general descriptions and page references to
relevant mechanics elsewhere – and second edition and Revised &
Expanded continued this expansion. Thankfully the layout in
Revised & Expanded seems more palatable, broken up by
examples and tables to avoid a “wall of text” approach that some
games take. Yes, they offered some insight on how skills operated or
what difficulties were required for particular circumstances, but a
simple one-sentence description for each skill would have sufficed on
its own (skill summary lists with such descriptions did exist, though
they didn’t cover every named skill). It’s still no excuse for
skills primarily described by their name and which a good gamemaster
and players could interpret to cover various actions, especially with
a core mechanic easily adapted to individual skills.
The most elegantly concise means of listing skills I’ve ever
seen distills the entire system beyond actual skill names; S. John
Ross’ Risus: The Anything RPG relies on loose clichés to
define what traditional gamers might call a character’s abilities
and skills. A character’s stats might look like this: Dwarven
goblin slayer (4), cantankerous drinker (3), treasure
hoarder (2), persecuted exile (1). (See what I did
there...I just created a character in four clichés.) Each cliché
could conceivably cover numerous individual skills depending on the
in-game situation. For instance, obviously the goblin slayer
cliché could suffice in combat against monsters, although
cantankerous drinker would handle tavern brawls. Either
cantankerous drinker or persecuted exile might work for
information gathering in a town or tavern, depending on the details.
This system not only relies on liberal interpretation of what
characters can attempt with particular clichés, but empowers players
to create their own “skills” in the clichés defining their
characters. No exhaustive lists of skills with verbose descriptions
here; just player imagination unhindered by complex rules.
It hearkens back to the early days of roleplaying where many rules
seemed open ended and required – perhaps even inadvertently
encouraged – individual gaming groups to interpret them for
themselves. Games such as Traveller or the original D&D
booklets offered a framework and guide for games rather than an
exhaustive manual covering rules for every conceivable circumstance
one might encounter in the course of an adventure. Back then – and
occasionally in exceptional games today – gamemasters and players
in the nascent roleplaying game hobby took it upon themselves to
interpret generalized mechanics, forming their own intuitive “house
rules” and hence offering a slightly different play experience
among gamemasters. Skills played little role in class-and-level games
like D&D (and
even Traveller kept its skill description list to a
meager six digest-sized pages). Since then similar games have
explored broad core rules for skills, from basic ability checks to
ranges of success on a single d6 roll. I’ve even dabbled with such systems to enhance what characters can attempt in class-and-level
games like my beloved B/X D&D.
Games in the late 1980s and 1990s seemed the spiritual antithesis
of these early games where players were entrusted with the
interpretation of existing rules. Certainly one might argue early
games were, in fact, incomplete in their ability to define exactly
how “anything can be attempted” within the context of the game (a
central theme in Jon Peterson’s Playing at the World).
The second generation of roleplaying games seemed to
overcompensate in their efforts to become complete games by
enumerating extensive rules for every possible action characters
might take. It’s almost a counter-revolution to keep those who
focus more on the minutia of rules interpretations from running
roughshod over a game session. This resulted in a trend, both
stylistically and mechanically, toward comprehensive rules in large
volumes, including exhaustive skill descriptions for even the most
obvious skills.
I realize skill description lists are a necessary evil in many
roleplaying games these days, especially those in settings unfamiliar
to readers. But in my growing predilection for short and sweet games
I find I prefer the old-fashioned approach of letting skill names
stand on their own, perhaps with a brief, one-sentence clarification
for more unfamiliar skills, particularly those unique to the setting.
Sure, skill-based games have their appeal and practicality; I feel
they’re better for modern and science-fiction settings, while
class-and-level systems, given their origins, seem better-suited for
combat-heavy medieval fantasy play. In reading them I often skim over
or skip altogether the rambling skill descriptions, trusting instead
in skill list summaries or, better still, skills shown on character
sheets. The appeal of the original class-and-level systems lies in
their reliance on core rule systems for primary activities (combat
and class abilities) and other skill uses open for interpretation.
Some Old School Renaissance (OSR) games provide optional rules for
simple skill resolution based on relevant abilities or their bonuses,
yet nothing quite on the scale of exhaustive skill descriptions
covering every possible action in a game.
While I have enjoyed games with vast skill lists in the past –
I’ve even written for many – I think I’m at a point in my
gaming life where I prefer a concise skill list, if any. I’m more
willing to trust myself and those with whom I game to interpret rules
in an intuitively fair way, focusing more on the story than
mechanics. I’m also more sensitive about investing my time reading
and playing new games; I’d rather immerse myself in an innovative,
streamlined game system with an engaging setting than muddle through
what seems like boilerplate rules text (including the seemingly
obligatory “What Is Roleplaying” section and other basic
formalities still common in many non-introductory roleplaying games
today). Although I might still enjoy them occasionally, games with
long skill lists belong to a class of games that I’d like to think
I have moved beyond.
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