I am looking for examples of, and recommendations for, rulesets/hacks/house rules, campaign/game frameworks, and…
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.