© Nick Hiatt
Folks,
a couple of days ago, I posted about my mediocre experiment of combining an old school dungeon crawl with ICRPG AND playing this with old friends who are deeply into freeform. It was, how can I say, a disaster waiting to happen.
Still, I think ICRPG is a beautiful game that I can tweak and bend and torture till it does what I want (tee-hee-heeeeeee).
My goal: turn ICRPG into a game that only requires the barest minimum of system knowledge and look-up during game sessions – it has to flow freely, and numbers and knowledge must disappear as much as possible.
My solution: as a few people here on the forum suggested, I’ll use tags. And by ‘using tags’, I mean I’ll use them like there’s no tomorrow. Maybe with the exception of stat bases and hearts, everything and their dog will be tagged. Like crazy. I’ll determine what tags a piece of Loot has when the moment has come. It’ll be a spur-of-the-moment, impromptu decision, just like back in the old days when Dave Arneson and the Twin City gamers invented roleplaying. And maybe, just maybe, it’ll get more specific when time passes. We’ll see.
(insert thinking man pose here)
So, for instance:
*Let’s take the Amulet of the Fortress: spur of the moment, I’d tag it like so – ARMOR, IMMOBILE
*or the Amulet of Secrets: HIDDEN KNOWLEDGE, INT, WHISPERS ADVICE
*an easy one, the Book of Traps: BUILD TRAPS, DETECT TRAPS
After tagging, the fun part begins.
The players write down the tags, and so do I. The tags are all they have and know. No numbers, no mechanics.
When a situation arises where a piece of Loot or a Spell might fit, I roll a d20. The higher the result (I’m thinking 18+), the more effective that Loot or Spell works. How do they work? I’ll make a ruling. Maybe the Amulet of the Fortress grants you more armor, but a really good d20 roll might also turn you into a rolling fortress, with two cannons blazing from your shoulders. Or the Book of Traps might turn into an actual trap you can use once before becoming a book again.
This way, the “Wonder” part of Hank’s “Danger – Energy – Wonder” advice will be active a lot more often. And magic and magic items will once more be unpredictable and… well, wondrous.
I really, really like that.