Minimalist Game Design
Posted on : 18-08-2011 | By : Brian | In : Musings, Reviews, Role-Playing Games
0
If there’s one thing I took away from running Old School Hack, it’s that less can be a lot more when it comes to character generation. I saw this in Gamma World, too, and while OSH isn’t nearly as random in its character generation as that game is, it still offers very little in the way of character customization.
For those who are unfamiliar (and really, the game is free, so you have no excuse) with the character generation system in OSH, it’s pretty simple. The basics are these: choose one of 7 classes, roll your attributes, choose one of 5 talents for your class, choose a weapon, choose some armor. There are some other choices that you make that amount to role-playing hooks, and have little to no impact on mechanics, but that’s basically it. At first blush, this seems limiting. A level 1 goblin isn’t going to look that different from another level 1 goblin, mechanically; that much is true. But there’s more there than is immediately apparent.
First of all, you can’t have two players with the same class. I actually like this limitation quite a bit, as it does allow for a lot more differentiation between PCs. The real genius is in how open-ended some of the mechanics are. Weapons and armor, for example, are simply generic categories: light armor, heavy armor, light weapon, reach weapon, etc. There are three kinds of armor to choose from, and there are five kinds of weapons. However, you’re encouraged to flavor these choices however you like.
This is an approach I really like: generic mechanics nearly devoid of flavor, so that the players can fill that flavor in, themselves. This is how you wind up with caber-wielding fighters and clerics who use their holy book as their primary weapon. It’s great fun, and leads to a lot of great role-playing situations (like when, isntead of using a torch, the party lit the figher’s caber on fire, which remained on fire for the rest of the session).
Another area where the minimalist approach works is in covering different situations. OSH does not try to come up with rules to cover every situation; it has a few simple rules that can be applied broadly, and some guidelines for coming up with rules for improvised actions. Players, when given this kind of freedom, tend to come up with crazy stuff. Rather than saying, “I attack the kobold”, you get, “I throw my caber at the kobold; after it hits him it ricochets off the wall and rolls back in front of my feet”.
This is reinforced by another simple yet elegant mechanic: awesome points. There’s a bowl of these in the middle of the table; players can reward each other awesome points from the bowl whenever another player does something they think is awesome. They can then spend those awesome points to do more awesome stuff. That’s pretty much it; specifics are not discussed. Instead, it’s left up to the players and the DM to determine what falls under the umbrealla of “awesome”.
Old School Hack is a very simple, streamlined, rules-light game. The whole thing is maybe thirty pages long. It never felt like there weren’t enough rules to handle things, though. And it always felt like people were using their mastery of the rules (which came quickly) to do all kinds of fantastic and interesting things. This is an approach to game design that I have grown to appreciate quite a bit.




