Originally shared by David Perry
I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and other tools that support, or at least don’t get in the way of, a style of play wherein the GM is able to drastically change the situation, location, and themes of the game on a session-by-session basis, to whatever they happen to be excited about in the past week, without being super jarring to the players. In service of making the most of every session, freeing them of any yoke they might feel of needing to prep stuff they’re just not feeling that week, while at the same time allowing them to cut to the chase and visit a series of fun set-pieces or interesting puzzles.
Not necessarily OSR-y. And not a just a series of one-shots. Players should be able to retain their characters and their relationships as a (and possibly the only) constant thread.
Ideally, the rules support many situations and moment-to-moment playstyles, without any themes or setting built into them that get in the way of this. And reinforce the shifting framework to help the players not be whiplashed.
This may be something I end up building myself, but wanted to see what’s already out there that best supports this stuff.
This strikes me as more a question of framing than rules.
You see it in TV all the time — jump in media res, agents shouting back and forth during the firefight, “You had to touch the glowing Cthulhu idol didn’t you?” “How was I supposed to know it would warp us to an alternate dimension with sentient laser-breathing arachnids?”
As long as the other players are onboard, it could be super fun.
Check out John Harper’s WoDu Turbo: Breakers
I’d probably use Epidiah Ravachol’s Swords without Master to hit all this criteria.
johnwickpresents.com – The Flux