Taking Away Rules from Rules-Light Games

Y'all already know how to take a big game like Shadowrun or RIFTS and make it simpler.
What I'm saying though, is that you can take "rules-light" games and make them way lighter.
Get rid of the numbers, get rid of any sort of "automatic" rule (stuff you look at to interpret the fiction).
Absorb implied setting, regurgitate your own rules. Referee as Designer.
These aren't reviews either, but I personally vouch for all of these games so, maybe check them out if you think our tastes align.

2400 by Jason T.
Has a pretty strong following - it's micro-games laid out as spreads with evocative art, usually a page of great system-agnostic random tables that drive play (either in one shots or campaigns) and as much evocative stuff for character generation. There's this skill system in there that ties how good you are to the size of the dice you roll, which, and that's just my intuition, makes me feel like how hard something is relies on the dice value you have - breaking a door open might be a d6 roll if you're unskilled, or a bigger die for the same circumstances if you're particularly good at doing that. I prefer not to roll at all when you're good at stuff. I also prefer not to have numbers on a sheet if I can avoid it.

Proposal: d8 is good, d10 is great, d12 is excellent. Don't record the dice numbers.
You can keep using the experience system as it is, just using words instead of numbers.
Roll 2d6 vs 2d6, or 2d6 vs TN, or d6=5+ when you need to. Or just go diceless in trad FK fashion.

Here's two characters:

Blister the Plague Bearer (from Exiles)
• Great at running, good at picking pockets
• Wearing a plate-sewn longcoat (armour, $1), carries a sack of random parts (bulky, $1)

Cipher the Face (an Uplifted Octopus, from ALT)
• Great at swimming, good at reading people, deception and space-walking
• Cortical cartridge, grenades (frag, EMP, smoke, flash), 2 mega-credits
• Mumbles to self, ex-yakuza, Pac-Man HUD

Troika
by Daniel Sell
Roll your background, record skills but no numbers (1 is ok, 2 is good, 3 is great, 4 is exceptional), don't even roll for Skill, Luck or Stamina. That's it. After a session, pick a skill you used (maybe the one you used the most) and roll higher than the Referee to increase it one step.

Burglar
• Crossbow (18 bolts), lock picks, grappling hook
• Good sneak and locksmith, ok awareness, climbing, trapping, knife/crossbow fighting
• Test your luck to find and get in with the local criminal underbelly if one exists

Epopt
• Yellow epopt outfit, epopt staff, collapsible tent
• Good awareness and evaluate, ok second sight, etiquette, fist fighting and running
• Test your luck to get a yes or no answer to a question about mundane matters

Sprawl Goons by Paul D. Gallagher (based on Nate Treme's Tunnel Goons)
Roll 2d6 for stats, a 10+ or 4- grants a noteworthy stat. So if I roll 10, 11, 5, 3, my stats might look like: Tough, Quick, Nervous. Don't worry about Resilience, probably can ignore Inventory Score too.
You probably want to use the Booster Pack so you get a background. Here's two sprawl goons:

Watanabe the Backstreet Biomechanic
• Tough, Quick, Nervous, (Augmented Smarts)
• Yeheyuan Cigarettes, Blister of d6 Lazarus Patches, Dornier Orbital Neural Lattice (+Cognition)
• Sick and Dying (bioengineered plague put in your system by Clavel's Pharmaceutics Division)

That's all for tonight. Now that Covid has been purged from my metabolism, I can get back to writing somewhat regularly. Soon, I will talk about going Diceless.

Comments

  1. This is awesome. Stay healthy!

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  2. I'm 100% for minimalist rulesets, and play mostly diceless as well.
    In my experience however, there's a huge fun factor removed when going so streamlined that your character can't ever failed something is excellent at.
    The opposite is true: how funny it is when it's the muscular stupid barbarian who manages to decipher the runes because of a great check!
    It's for the players to come with a reason why (the barbarian is secretly being guided by a spirit, those are runes from his country, etc)
    Letting dice rolls enhance and surprise players and GM is something I've learned to do and enjoy a lot.

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    1. A character's ability, even exceptional, doesn't make it "impossible" for them to fail. Having 18 STR doesn't make you "auto-succeed" at strength stuff, it informs the situation. Even heroic characters can fail when the going gets tough. I do like rolling "saving throws" to reflect a hail mary situation after a player messes up.

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