Time for some game design stuff
I don't like skills as a concept in RPGs. That doesn't mean I don't get why they are part of some systems. In many RPGs they exist as a way for differentiation and as an obstacle for them to overcome throughout the session. However, I feel that this presents something for players to focus on that isn't the plot or experience of what their characters are doing. It is part of the metagame which can bring out the sorts of behavior many of us find unhelpful.
To that end, I'm trying out something different in the RPG project. I'm calling them Knowledge and Secrets or K&S for short. The rules are simple. All characters can attempt anything the players want. However, the players must explain the process the characters are using and the stat they're using. This is more to get the players involved in the important action of the moment. Sound good? Good. Now, I'm also trying to pin down a few other things to clarify the parameters of what Knowledge & Secrets are and how they players use them.
Here are the rules I'm going with at the moment:
Knowledge and Secrets are special.Ā This means that they represent some sort ofĀ specificĀ or specialized information or instructionĀ that has been imparted to the character. NotĀ necessarilyĀ uniqueĀ but it certainly can be.
Knowledge and (especially) Secrets are not widely known.Ā As in the first rule, but that this specific or specializedĀ informationĀ / instruction is notĀ part of the normal training one wouldĀ receiveĀ as part of becoming proficient. It is part talent and partĀ intuition which has the led the character to this point. Other characters and NPCs may see aĀ demonstrationĀ of the knowledge or secretĀ but that does not mean they have the ability to do the same.
Knowledge and Secrets are notĀ necessarilyĀ tied to doing things.Ā A vast majority will be tied to actions characters can preform, but this is not always the case. Especially with Secrets, K&S can also just represent something that the character is aware of or has investigated. Such as the mayor of their city is taking bribes to look the other way in some matter. Or who is in charge of the local chapter of the thieves' guild. Furthermore, these K&S can change as the character becomes aware of new information through play, sometimes correcting or completely eliminating what they knew. e.g. The mayor was working with the local Lord and the Road Wardens to trap the bribers.
K&S do not always convey a mechanical bonus.Ā In fact, many do not. What I mean by a bonus is that the task or action becomes easier to perform successfully. This change and shift away from having skills is to give the players a chance to expand their roleplaying with this character. A knowledge is to help mark something the character knows which is beyond what you normally expect. You would expect an archer to know how to knock and shoot. What you donāt expect is for an archer to know how to do so, so rapidly that they produce a constant stream of arrows.
All of this above is to emphasize that the characters are different from the normal populace. They may or may not be special to the world (yet, thatās the point to the adventures) but they have a destiny that is more than simply surviving the common events in life.














