Friday, February 6, 2026

Heart and Soul

A few weeks ago, one of my readers sent me a link to an old article from 2017 about the difficulties of playing Dungeons & Dragons behind bars. I can't be certain, but I probably saw this article when it was first published and I'd be surprised if many of you hadn't also seen it. It's an interesting piece of journalism on a number of levels, including its insights into how – and how much – RPGs are played in prisons. I knew this, of course. Back in the '90s, the owners of my local game store regularly sent packages of roleplaying games to a correctional facility that permitted their inmates to play them. If you think about it, this only makes sense. Convicts have a lot of time on their hands and RPGs are a great way to pass that time. In some respects, it's not too different from the amount of gaming that happens on military bases, where off-duty personnel have long stretches of downtime and limited entertainment options. 

The linked article focuses almost exclusively on the difficulties of obtaining and using dice within prisons, for the obvious reason that dice are often used for gambling and similar illicit activities. That's a genuinely fascinating topic in itself and almost worthy of a post on its own (not least because one of the solutions was the use of chits, like those in my beloved Holmes set). However, as I read the article, what struck me was that there was no clear mention of what the prisoners were using for rules. Do they have rulebooks? I assume they must, right? How else could they play D&D?

A common topic of discussion among gamers is their "desert island" RPG book, the one rulebook they'd want to have with them if they were stranded in a remote locale for an extended period of time. (Mine is The Traveller Book, by the way.)  This makes me think about a different but related topic: how necessary rulebooks really are and how I often I actually refer to them while playing. What if, instead of asking what single rulebook you'd want to have with you on a desert island, we instead ask, "What roleplaying game could you play without recourse to any rulebook?" That's a different question, but no less interesting a one. 

For myself and I suspect most people reading this, the answer is probably D&D. I've been playing Dungeons & Dragons in one form or another for more than 45 years. From the ages of 10 till 17, it was probably the activity, aside from going to school, in which I spent the most time. Consequently, the basic rules of D&D, its foundations and superstructure, if you will, are firmly embedded in my brain – so much so, in fact, that I bet I could reproduce many of its tables and charts from memory. Not all of them, of course, but enough of them that I'm not sure anyone would notice or mind. If they did, it's only because they remember the rules even better and I'd happily use their recollections to improve my own.

Again, I'll reiterate that there are many aspects of D&D, like the minute specifics of spells or monster stats, that I probably couldn't cite solely through mental recall. I don't pretend to have a photographic memory and, even if I did, all editions of D&D, even OD&D, have too many little bits and pieces for anyone to remember them all. However, I'm not sure it's necessary to do so. While playing, I think most of us kind of wing it anyway and, so long as our approximations of the rules don't deviate too much from everyone else's own doodle memories of the rules, it's generally good enough. My lifelong experience is that the specifics of the rules matter only when there's a dispute (or when playing with children, real or metaphorical).

The longer a game has been part of your life and the longer you've played it, the more it becomes something like a folk tradition rather than a set of instructions. People start to carry "the rules" around in their heads, even when those rules are "wrong," according to the text of the rulebooks. How often have you or one of your friends been surprised to discover that this or that rule didn't, according to the text, work the way you thought it did? How long were you playing D&D "wrong" in one way or another? I know I could offer many examples of rules I learned as a kid – or thought I had – and continued to do for years before someone more knowledgeable than I pointed out I was mistaken. I can't be the only one for whom this was the case.

I think this is fine. I'm not simply absolving myself for years of being mistaken about how dragon breath works in AD&D, for example. Rather, I'm saying that, at the end of the day, I don't think it matters whether you use all the game's rules and do so correctly, so long as everyone who's playing is satisfied with the results. I have zero interest in policing anyone else's fun, especially since, as I said, I make and no doubt will continue to make all sorts of errors in remembering and adjudicating rules. I don't enjoy that sort of thing and, frankly, have a hard believing that anyone does.

All of which leads me back to that desert island question I mentioned above. It’s one thing to ask what game you’d want to bring with you. However, it’s another one to ask what game you could bring with you in your head. I think that's a much more interesting question, because it speaks to the games you've played the most and that, by playing, have become a part of you. For me, I think the only answer could be Dungeons & Dragons, as it's the only RPG that is both simple enough to remember and that I've played enough over the decades that it has embedded itself deep within my soul. I'd love to have been able to say Traveller, too, but I'm not sure that's the case. 

What about you? What roleplaying game could you run almost entirely from memory without reference to any rulebooks?

7 comments:

  1. I think I agree with you on all points here. I could play some sort of D&D from my head. I could referee much of a Traveller game from my head, but for character generation and combat I would absolutely need the tables.

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    1. I remember Marc Miller talking about a simplified version of Traveller he ran at a convention where the players just made a few quick choices to define their characters. Wish I could recall the details.

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  2. For a while, I've been building a version of D&D that I could reconstitute, as it were, from a few basic principles. I have some simple patterns for spell use, XP requirements per level start at 1250, 1500, 2000, or 2500 to reach 2nd and double every additional level, hit dice are 1 per level, 2 per 3 levels, or 1 per 2 levels and always d6, to hit bonus is hit dice and target AC with a target of 20+, saves are d20 plus 2 plus level for a target 20+ with a +2 bonus by class (fighters for poison and breath weapons, magic-users for spells, etc), I have a pattern for spell slots (1 × 1, 2 × 2, 3 × 3, etc, starting each spell level column at spell level × 2 minus 1 for magic-users or spell level × 2 for other spell users), damage for weapons is a d6 (roll 2d6 and take the lower for light weapons, 2d6 and take the higher for heavy weapons, or else just +1/-1 damage for heavy/light), ACs are 9 unarmored, 7 for light armor, 5 for medium armor like chain, or 3 for heavy armor, with a bonus 1 for shield, and so on. The only things that are really difficult to keep in mind are item costs and spell lists. I might try to adapt something like the Barbarians of Lemuria or Maelstrom Domesday spell systems to defining spell levels. I have a bunch of little flavor rules I keep in mind too like a version of "shields shall be splintered", various weapon changes like long weapons getting a first strike, two-weapon style gets +1 to hit (compare weapon and shield with +1 AC or two-handed weapon getting heavy damage), and such.

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  3. About 20 yrs ago, I played D&D totally off the cuff, with no written rules, no published materials, and with nothing but a d20 one of my teens had picked somewhere. I just dreamed up a scenario right there and asked my teens what character from the Lord of the Rings they wanted to play, and then ran their characters through my scenario, putting them in situations and asking them what they wanted to do in those situations. We played for a couple hours and had a blast. That experience is what got me back into roleplaying after not thinking about it for decades.

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  4. I could run D&D of course, but which one?

    For me it would be a Frankenstein's monster of Moldvay B/X and AD&D 1e, just because I'm most familiar and comfortable with them.

    Which begs a few more questions:

    If I can run the game without the books, why don't I?

    And why do the owners of D&D keep publishing new rule books? (This question is rhetorical)

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    1. I gamed without books a couple times at first, then I needed tool kits and idea bags to drawn upon, so I started buying books. And the actual rules allowed me to have guidelines for sustainability. I don't think I could have sustained a game without rules or resources very long.

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  5. Tunnels & Trolls. Craft a handful of d6 dice out of beach pebbles and a Grimtooth idol out of a coconut. All set.

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