Critics of role-playing games with skill systems sometimes support the idea that the Gamemaster should decide outcomes by fiat or by ad hoc rulings on the odds, be it in negotiation with players or by assessing the quality and likelihood of the player’s description of the character’s action. Though often presented as a return to the sources and a putative original play-style, and away from more complicated “modern” rules, the impulse to go back to the sources is quite modern. It’s also right in line with the most ardently free-form storytelling gamers, only with a strongly empowered GM. Fewer rules, more GM fiat. Some seem to think that the original D&D rules of 1974 do not include skills. In fact, they do. It’s just that they did not call them skills, just as they did not call it a “role-playing game” in 1974, either. The original skill rules were disorganized. They have no uniform method of resolution. Some are “have/not have” skills. If you have them, they work, and if you do
Musings on table-top role-playing games today after spending a quarter century away from them.