Playing The Game

Changes and extensions to general OSE game rules
Back to OSE House Rules


Primary Rule
The overriding rule for this game is that the behaviors of any participant (whether that be the PC's or any aspect of the world controlled by the Referee) must begin with the current fictional position and be weighed against what common sense and likely outcomes would dictate before any rules are invoked or dice are rolled. In an ideal case, no dice are rolled and the story progresses with the characters getting an understanding of the current fictional position of the story, making reasonable decisions based on that position and affecting change based on that position and what they are attempting. Doing so thereby changes the fictional position to a new state that then may be further acted on by the PC's or others as they see fit.

The dice are present for only two reasons:

  • When the Referee or players want to disavow decision making and leave the outcome to chance
  • When the outcome is both uncertain and important to the story or a particular character

In all cases, the Referee will indicate if, when and what type of dice roll is required. The players should focus on their character and what their character is doing within the fictional position of the story

Fictional Position Defined
Fictional position is a relatively new term in the gaming world and it could be defined as the sum total of the facts in the joint story we are sharing. Importantly, no action taken by any actor (PC's or others under the Referee's control) can alter those facts unless the action is reasonable and meets the test for common sense. Likewise, outcomes of actions must also meet this criteria. In effect, fictional position establishes boundaries and conditions on the story. It limits what actions are available to any actor in the story and limits the outcomes of any action. Both action and result must not violate the tests for reasonableness or common sense. Some examples will provide a better explanation. These examples are intentionally ordered from simple to more involved:

  • A room is 'closely watched' by the guards. This means it is not possible to sneak across the room; no dice result can alter this
  • A tower has 'meticulously smooth walls'. This means that the walls cannot be climbed unless some reasonable in-story solution can be applied (like using climbing gear should it be available)
  • An assassin 'hides behind the large heavy drapes in the room'. This means the assassin is hidden and does not need to make a "hide check". Furthermore, unless he does something to give himself away, no check or die roll will reveal him. However, if the drapes were searched or opened, no "stealth skill" would hide him from observation; he would be seen. Likewise, it would not have been possible for the assassin to hide himself in the drapes if someone were in the room. It simply isn't at all likely that such a feat would be possible without being observed. No roll is required in this case either; any such attempt would simply fail.
  • Falling from a significant height is 'instantly fatal'. This means the falling person dies, independent of saving throws, hit point totals and the availability of magical healing
  • A guard patrol 'cannot be persuaded' that people in the vicinity of a crime are not somehow involved. This means no amount of bargaining or Charisma will convince the guards otherwise.
  • The trap 'severs the hand from anyone foolish enough to reach into the hole'. The means that should someone place their hand in the hole, their hand is gone, cut off. This is true independent of the amount of hit points the character has in total or takes from the wound. A save may or may not be permitted depending on the trap's construction and exactly how the person foolishly reaching into the hole indicated their action

Magic and Fictional Position
Magic is the rule that breaks the rules about fictional position. By its very nature, magic allows the mundane rules of physics and causality we all must live by to be broken. Magic says "there is no such thing as common sense and anything is not only possible but reasonable". This is the power of spellcasters; they are usually weak when dealing with the world in mundane terms, but they have the power to break the laws the rest of the world must live by. In each example above, I am certain there are magical solutions to the constraints placed by fictional position.

Phases, Time and Movement
Weight and Encumbrance
Light and Vision
Checks and Saves
Athletics
Lockpicking
Resting and Healing
Death and Dying
Combat and Tactical Actions
Other Combat Rules
Languages
Identifying Magic Items
Expedition Logistics
Miscellaneous Rules
Gaining Experience
Conditions