This thread caught my eye due to the sheer uniqueness of the request. Modern gaming, OSR, Amber⌠what?
Itâs an interesting question, no doubt.
I find that, if the GM is using diceless techniques and a fairly traditional approach to the game, the game relies so much on GM decision-making that it can become ârailroad-likeâ even when the GM isnât consciously doing that. All the power is in your hands; over the long term you start to realize that youâre the one who has made all the major decisions and therefore chosen the direction of the story and its events.
I can think of two helpful techniques (and they may not necessarily play well together):
- The âPaper before Rockâ principle
To enable player cleverness, and to give yourself guidance, make sure to make significant decisions before the players make theirs. This allows you to be more impartial and to be surprised more often.
This can mean thorough and careful prep - what is the space like? whatâs actually wrong with the engine? how many guards are in the room? what kinds of things might sway the Baroness? - or it can mean remembering to pause play and make a decision before a significant choice happens.
The most obvious example would be something like this:
- The PC is running down a hallway, looking for their unconscious and dying friend.
- They come to the end of the hallway. There is a door on the left and another on the right.
- Where is their friend? Will they choose the right door?
Hereâs where you need to pause the game. For the choice of door to be meaningful and not based on your whims, you need to decide which door is the right one before the player makes their choice.
You can do this any way you want - arbitrarily, randomly, by rolling a die, by prepping it beforehand, by some principle, by imagining the layout of the castle - but you must make your significant decision before the player does (or, somehow, independently).
This is like choosing Paper before youâve seen that the player has chosen Rock.
If you choose Paper in response to the playerâs choice, their choice means nothing, and you wonât ever be surprised by an outcome.
Choosing between two doors isnât an interesting example, but apply the same logic to more complex and interesting situations, and it becomes a powerful thing to be aware of. Giving yourself clear decision points which are made âbefore contactâ with the players, and you enable the players to make clever decisions and to âoutwitâ their opposition.
- Sharing Narrative Authority
To prevent the game from being all on you, look for opportunities to cede authority over the fiction, the setting, its events, and so forth to the players. Let them jump and play NPCs, frame scenes, decide whatâs in the chest, describe the new stranger at the ball, and so forth. Asking PbtA-style âprovocative questionsâ is a great place to start.
This requires some experience and adjustment, as every group and every player will be different. Try things and then adjust if it didnât feel good to the group.
In a freeform context without mechanics to create moments where you have to cede to the players, you have to choose to do so consciously, instead. Disclaim responsibility often and hand important choices (or unimportant ones! those can be full of surprises, too) to the players on a regular basis.