Tiny rulebooks are all the rage, and itâs great. The game of go has (arguably) 3 rules. Chess has a dozen rules. Monopoly has that little booklet-thing which nobody reads. RPGs often have 400 pages of rules without counting an adventure module, and often lack proper indexing. This hobby is mad, and the backlash against that madness feels refreshing.
But some of those refreshments cut out so much that they canât satisfy a gameâs requirements. Time for the terminologyâŚ[1]
Minimalist Rules are just small. They present an absence of rules.
For example, MĂśrk BĂłrg introduces a brief (but punchy) setting, dishes out a minimalist ruleset. It begins with rules for bad-ass names, then hitting things, then it stops. MĂśrk BĂłrg has no kind of Skill system, except perhaps âroll Presenceâ.
Minified Rules do the same with less. Instead of saying this:
- âyou have Strength 14, so on the Attribute table you can see that it grants a +2 Bonus to Strength-related actionsâ
âŚgames can just say this:
- âyou have Strength +2â
In other words, I mean Occamâs Razor:
Plurality should not be posited without necessity
âŚbut then I went and minified the Razor, so itâs just âdo the same with lessâ.
Standard Minimalisms
An empty room, with blanks walls, and a single chair, somehow feels posh. The lack of clutter feels like a relief. Add a single painting, and now it looks elegant. But, as we all know, these rooms cannot last. Everyone who wants minimalist spaces soon fills them again - perhaps with less than they had, but they never remain with â1 chairâ, or â3 Attribute monster statblocksâ.
Despite the doom, the effort rewards us with a slightly less cluttered house, and the final death of âTreasure Type Pâ (which haunted the A,D&D Monstrous Manual).
Standard Requirements
And the effort really is doomed, because that reading room with a single chair has nowhere to rest the books. It also has no lamp - something which many people need for a comfortable reading experience after the Sun goes down.
And certain questions will come up again in the minimalist rulesets.
How far can we travel each day?
The rulebook doesnât say, because it is âminimalistâ. So now the GM must say how far the characters can go in a day. And maybe that works for you, for a bit. But the players will ask more soon enough:
We want to go faster. Can we push it? Can we march all night?
What do you say? Another ruling? Do they get tired? How do they get tired, if the minimalist rules have nothing to show fatigue? Perhaps you could give them all a -1 penalty until they restâŚand with that, you have added rules for fatigue, and you will shortly add rules for resting.
I want to buy twenty rations for the long march.
Now we need a ruling on how much that character can carry. And then another for the next character, and soon you notice itâll be easier to have one rule for everyoneâs carrying capacity, presumably based on their Strength.
We always get lost in the wilderness. Can we hire a guide? Someone who reads the stars and knows the area?
Itâs hard to say ânoâ, here. Some people know how to not get lost. Even in a desert - the closest land we have to a featureless void - people manage to learn how to navigate reliably.
So now we need to put away the âminimalist travel rulesâ (which just say âyou have a 1 in 6 chance of getting lost), and create a new NPC, who can reliably navigate. We have an exception to the rule, which demands a new ârulingâ:
Can I ask how the guide how to navigate, so I can learn how to do it?
And with another completely reasonable question, a new rule is born. It must be born, or the minimalist room quickly looks like a prison, with harsh prison rules.
Minified Rules
Occamâs Razor makes a good goal, but itâs not a method. You canât just say âdo as much as possible with as little as possibleâ. Thatâs barely a measure of success, and certainly not advice.
The method Iâve adopted is something âreinterpret, recycle, and layerâ. Instead of empty rooms, threatening to fill up with tat, a single, functional room can do everything with less space; kitchen, dining room, and living room, as a single space. Itâs a lot more comfortable, and easier to maintain.
Reinterpretation
The dining table is also a gaming table. Thereâs no need for another table.
World of Darkness doesnât agree. It has a Subterfuge skill, and another skill called âIntimidationâ. All those skills took up half the character sheet, just so you could roll âStrength + Intimidationâ, then âManipulation + Subterfugeâ! Instead of having an âIntimidationâ skill, they could have just said âStrength + Subterfugeâ is the intimidation skill. And Intelligence + Empathy lets you investigate a crime scene, without a separate Investigation skill.
So thatâs what Iâve done for BIND. The Skills are not a list, but a table. Each one does different tasks, depending on the Attribute you pair it with.
Recycling
The bookshelf can store the board games. The games need more room, but they donât need a new type of storage.
Cairn[i] pulled this move by using Strength as HP. Or rather, Damage reduces a characterâs HP, and then reduces Strength. This means it can serious wounds as a reduction in Strength, which means characters gain penalties for having serious wounds. However, the penalties are not an extra system, and it doesnât need a second type of HP. Strength is simply used twice.
BIND makes a similar move with weight, and recycles it to track fatigue (or âexhaustion pointsâ).
- Each point of Weight over your current HP inflicts a Penalty.
- An exhaustion point has a weight of 1.
Thatâs just two rules, but it does a lot:
- A big person with 8 HP can now carry more than a small person with 4 HP (without any additional rules).
- If a character carries a total Weight of 5 takes some Damage, and goes down to 3 HP, they have a -2 Penalty. So wounds can inflict penalties, and characters can remove penalties by dropping some items.
- Exhaustion also inflicts penalties, and threatens to inflict penalties before it actually does anything.
- Resting âhealsâ a penalty, assuming you have some exhaustion points.
Layers
This is the extendable table and couch which folds out into a bed for guests, and Iâve been using the principle extensively for BIND. Almost everything in the modules has a second layer, waiting to provide extra details on request.
- Layer 1 of character creation is just the pre-generated characters that come with each module.
- Layer 2 is when you roll random attributes for a character, and look up a concept in the Book of Stories.
- Layer 3 is the complete rules for making a character, slightly later in the same book.
Those characters from the first layer - the modules - were made with the complete rules from the Book of Stories. So were the characters you can look up. So the system does not have extra rules for character creation - it only has layer 3, but creating smaller versions means it takes up less space when it has to.
The layers are made to anticipate standard questions.
Looks like Iâm dead. Can I roll my own character?
âYesâ, the rules say. âTurn to layer 2â.
Can I make my own character, and all the decisions?
âYesâ, they say again. âHere are the rules that you were already usingâ.
And spells work the same.
- Layer 1 just lists some spells on the back of a character sheet.
- Layer 2 lets players pick up new spells, and soon (hopefully) they will notice some strong patterns.
- Level 1 spells always have the same range.
- Level 2 spells always have one of 2 ranges.
- Level 2 spells always have one target, or four.
- Layer 3 lets players create spells.
Again, itâs made to provide, rather than instruct. It waits for questions.
Can I learn more spells?
âOf course. And you can make special âconcoctionsâ which let you cast more powerful spells, far beyond your normal abilities.â
Can I make my own spells?
âYou can make a spell in five steps. Every spell you have ever cast was made by going through these five stepsâ
And of course, GMs (âthe Judgeâ) need layers too.
- Layer 1 for the Judge is a module, with the rules included.
- And if the module needs some obscure rule for âhypoxiaâ, then thatâs included front-and-centre.
- Layer 2 is the extended rules, which have a collection of all the obscure rules from every module, and plenty more.
- Layer 3 is background details on the worlds and gods, and how those modules were made, and how undead creatures communicate with each other.
Inevitable Mess
The minified rules are not impressively small. Putting the rules in the core book takes up an extra three pages. Adding 10 pre-generated characters takes up 20 pages. And making complete NPC statblocks, with every reasonable Skill takes more pages.
The modules donât look like something out of a magazine, and theyâre certainly not âzinesâ with 50 pages of A4. But theyâre easy to maintain, and donât cry out for anything more, because theyâre made to be complete.
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[1] If you say what things are âgoodâ and âbadâ, then thatâs a value-judgement, and youâre not doing âobjective analysisâ. But if you redefine some words, and call them âtechnical termsâ, then itâs called ârationalismâ, and itâs classy, okay?