Okay, I know I just did one of these but there has been a bit of talk about rules from other systems lately and it got me digging through other games for see what I've plundered over the years for the games I run, so forgive me for making two treasure trove posts in a row.
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The Index Card RPG from Runehammer is a really simple, really good system that has a lot of pieces and parts that can be used in other games, it even expects you to borrow and steal from it's rules. I personally have never actually played it but I have read through the rulebook dozens of times and thought about how clean this game is, how much good stuff is built into it. So without any further babble, my pilfered treasures from The Index Card RPG!
- I will let the torrent flow basically encourages you to write down anything and everything that you think is interesting, and run with your own version of it. I love this dearly and think it is great advice.
- I will remember everything, I have beef with. The Judge should know the rules well and be able to make calls in the moment, the DCC book says "rulings not rules" which means that the game isn't about knowing everything flawlessly, it's about knowing enough to make a ruling in the moment and keep gameplay flowing. this book would have you making bullet points, memorizing sections and sources, which I really don't click with.
- A world from their actions covers the world building around the players and their actions. It tells you to build very little world until the PCs do something, which I love deeply. I run a setting that breathes and lives and moves on without the players but none of that is ever seen by the players unless they interact with it, which is the heart of the matter. The only stuff that really matters in the moment of play is what is around the PCs or what they interact with, which can still be far reaching, even if they cant see it.
- I will be poetic is basically saying that you will feel for the actions of the players. Your world will react appropriately to the party's actions, their failures, their successes, the crimes they commit, the deeds they complete. Love this. A world should react realistically to the players actions. If the PCs roll through every town threatening people and demanding the small folk kiss their boots, then the world should appropriately react, not everyone is going to kneel and say "yes sir". This is deeply important to the storytelling integrity, in my opinion.
- I will be energetic covers saying you need to come to the table with some fire. You are where the story flows from and everyone's energy feeds off yours. I couldn't agree more. The Judge is the source of the story's flow and the source of energy everyone at the table is looking at, the game dies if you come to the table with no energy.
- I will lift them up and vanish is an excellent section, it tells us that the story isn't about you and the things you have carefully crafted, it's about the PCs. The heroes of the story, or at least the protagonists if they aren't really heroic. You should be invested in their success, your NPCs, locations, dangers, villains, all exist as stepping stones for the PCs to tell their story, a story you very much are a part of and get to have little twists and bends in.
- A beacon of camaraderie mentions that sitting around the table with mugs and telling a story is one of the oldest hobbies on earth and you are part of a tradition now that stretches back as far as human language. We are here for friendship, teamwork, love, and togetherness. Always remember that. I often say one of the most important parts of the game to me, isn't even the game. It is breaking bread with friends. I love that the games bring me and the people I care about together. This ties back into my feelings of disconnect from playing online but even without the act of breaking bread, we are here for each other, to tell a story, to come together.
- I will be a terror to behold is possibly my favorite part of the oath. You want the PCs to succeed, yes, but you also want them to earn it. You are rooting for them but you will lay deadly traps at their feet, scheme, and plot their downfall, hoping they will overcome and triumph. This sections tells you to be a brutal teacher but forgiving and a little sadistic at the same time. Remember though, this is about how you treat the characters, not your friends... well maybe your friends a little. At the table I like to prod and maybe influence things a little, encouraging people to maybe make questionable choices from my position as Judge to stir up a little drama in the story we're telling. Sometimes they fall for it, sometimes they see through my schemes.


