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?

32 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. I would also be very interested to know how Marc is playing these days.

      Traveller has been on a journey of rules orthodoxy that is interesting to compare to D&D. In the beginning I expect it was pretty fast-and-loose. Then tournament adventures started appearing (i.e. Across the Bright Face) along with Striker scenarios where the rules are fairly strict.

      For many years we had some sort of consensus of what Traveller was, bolstered by the thousands of contributors. Then Marc pops up with T5, and we see that his vision is quite different from what everybody else had been doing.

      Thankfully we seem to be a happy, live-and-let-live community and I rejoice in everybody playing Traveller no matter what that means to them.

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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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    1. For me it would also be Tunnels and Trolls: it's a very simple system and I have long experience with it. And without the books I would be free of the silly spell names...

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  6. I figured out a long time ago that I did not need a rulebook to play D&D, desert island wise, but ideas. we constantly recycle ideas from tv, books etc, so what can you bring?

    I had Carcosa for a long while, by Geoffrey Mckinney but have lately been considering The Dungeon Dozen by Jason Sholtis. Both have an incredible density of weird ideas per page, giving you a lot of ideas to work with.

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  7. Here's a 2023 article from the NYT about death row inmates in Texas playing. It's the archive version so you don't have to have an account to read it. It doesn't seem to be in this article, but I did come across a publishing company that makes RPGs specifically for inmates after I read this article. I need to find that again, as they were pretty neat and there was an option to help get them to more incarcerated folks.

    https://archive.ph/e1e0b

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  8. Apologies for the double post, but for those interested, https://bullpress.org/library/ makes the games for prisons.

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  9. Without the shadow of a doubt Freeform Universal by Nathan Russell.
    It's one hell of a game, and I actually already bring it around in my head.
    I think it's one of the best designs I've ever seen.

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  10. Considering my formative and favorite concept of D&D is a pastiche of the books my group owned as a collective: which was one copy of Holmes, multiple Moldvay X, one Moldvay B, 3 Mentzer Basic Boxes, a BECM, and multiple D&D resources: more Fiend Folios than Monster Manuals for some reason, and on occasion, two sets of Crossbows and Catapults, THAT is the exact ruleset I can recall, despite the fact that according to Gary's introduction of AD&D, that means I don't remember real D&D at all...

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  11. The actual "rules as described" rulebook I can remember is MERP, oddly, even though a) I probably ran no more than 5 MERP sessions in my life (switching soon thereafter to a playing in a group who preferred ICE's more expansive Rolemaster) and b) I never played a character (other than the playtest runthrough in the referee's guide) I only refereed and c) combat and spell rules were rich and dynamic but also laborious.

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  12. Call of Cthulhu and Fighting Fantasy for me. The latter because it is so simple. With CoC I do not have every single rule memorised, but the basic game comes down to a list of skills with percentile scores, and that's easy enough to work with.

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  13. There was a time when I could run Champions games with nary a glance at the rules. Now... Probably not so much.

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    1. You might be surprised. I'm very much a lapsed Champions/Hero System player who pretty much quit buying new edition after 4th (with the odd few 5th sourcebooks that I could easily adapt) and hadn't touched even that in almost a decade when I got asked to demo it in early 2019 (before COVID was what it became). Still managed to do a serviceable job of running a quick one-and-done that lasted about four hours, including whipping up some quick and dirty character archetypes. And that was all from memory with no books to hand.

      It's a stupidly easy and very consistent system at heart, and the basics stick in your head more than you'd expect.

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  14. I could run something FATE-based without a rulebook, of course...

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    1. I read that as F.A.T.A.L. and caught my breath for a moment.

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  15. Braunstein. No rules to remember.

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    1. Similarly, Arneson's pre-Gygax Blackmoor: player says what they want their character to do, the gm says whether its an automatic success or failure or invites the player to roll 2d6 (with +/- 1 dependent on circumstances) for a 7+ success. The rest emerges from the imagination around the table. Simples.

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  16. If actually in this position, I'm not sure I'd try to run any specific game.

    That said I could run something D&Dish. I could run something Travellerish (but I wouldn't try to do chargen, and I'd use a different combat system). I could run RuneQuestish. Probably some other games.

    I used to semi-seriously claim I could run Cold Iron (college friend's game from the 1980s) with just a business card sized reference card I made back then with the most critical tables (most notably the normal distribution table). I could fake up enough to run a session that would be fun even if it diverged greatly from the rules. If I lost everything, but was able to buy a new computer, I could re-create the normal distribution table (with two very minor differences).

    Given the ability to make notes about rulings, any of these games could develop into a new game that could be run long term.

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  17. I think the best solution would be to devise a new rpg core book based on what you could remember as my own homebrew is a hodgepodge of D&D Holmes through 5E. With bits and bobs cribbed from every edition. You’ll have plenty of time to playtest and refine in the hoosegow.

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  18. My first thought was that it would probably be similar to what I run for O/TSR games anyway. A Moldvay/Cook/Marsh/S&W hack with bits from other games like 13th Age.

    But as I thought more about it, I recalled in the 70s and early 80s "playing D&D" at school during breaks/at lunch. Sometimes in whispered tones during classes like Art, or at the library. We played improv games sometimes with, sometimes without, dice. Those are some of my most fond memories of play, and it was all emergent "Story" , with little in the way of mechanics except for the occasional dice roll (or "pick a number", or rock paper scissors, etc. when no dice were available).

    So I think today I would actually pick the minimalist "Dungeons RPG" game which is a simplified hack of Dungeon World made for Kids/newcomers to TTRPGs. It uses the same 2D6 resolution as DW (which I prefer In my old age), but doesn't have all the detailed moves or complication of the full DW game. Each class fits on a 3x5 card (of large print). It's out there for free for anyone curious, and it's so minimal, you'd be able to run it by heart in no time.

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  19. I could run a D&D game, no sweat. It'd be something between OD&D and B/X and my fave houserules. So in thinking about it, no I couldn't run RAW, but I could sure as hell play D&D.

    I'd be fudging things like spell duration or range but I have a decent handle on what needs touch, what can go about as far as a thrown weapon and what can go about as far as an arrow. Durations I'd probably simplify to instant, an encounter, an hour, next sunrise/set.

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  20. Advanced Fighting Fantasy because it's a 2d6 system with whatever else you want to bolt on (skills, magic, tech, holdings, etc.)

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  21. The nested die roll spinner cups described in the article are extremely simple and clever. I’m surprised a more refined product isn’t sold as a gamer cup.

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  22. I could remember enough of one or two games to try to run them, but what I would use instead is something like Landshut (by Darkworm Colt, or Perfected by M.A. R. Barker.
    The player(s) roll or choose one or two high stats (skills/abilities), and one or two low stats. The Referee and the player each roll the same dice pool (or die), and the Referee describes the outcome.
    More elements can really be shoehorned into this than anything I know, and you could use a probably use a spinner or some coins.

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  23. There's a few now that I think about it, some with less hand-waving required than others.

    BRP
    Cortex Prime
    Fate
    The Fantasy Trip
    Sentinel Comics (although I'd need to use "Secret Method Three" for character gen)
    Champions/Hero System (4th edition, perhaps earlier ones as well - character gen will be limited to simpler builds)

    Savage Worlds would be a little bit of a stretch (too many Edges to remember everything) but the basics I can run on memory alone.

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  24. OTOH, I'm pretty sure I wouldn't be willing to run an RPG for incarcerated convicts. You're supposed to getting rehabilitated while you're in there, not enjoying your leisure time. Despite some claims by psychologists and counselors I'm not at all convinced roleplaying is the best way to help criminals lead better lives when they get out, especially compared to learning marketable skills that can let you earn money legitimately. The RPG industry is not a reliable road to success in life, to put it mildly.

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  25. Without books, I'd have a good go at Call of Cthulhu (current edition). This comes with the heavy caveat that I see no problem in monster stats and spells being open to Keeper manipulation ( :) ).

    Back in the mid 80s I could have run AD&D pretty much as written. I somehow absorbed all of the monster manual, the entirety of the spell lists from the players handbook &c. I can't claim to have memorised the treasure tables but I seldom used them.

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