One of the things I love about Oddlike games is their simplicity. Into the Odd, Electric Bastionland, Cairn, and games in that family are structured so that you don't need many attributes, skills, feats, and special abilities to describe a character. A few numbers, some equipment, and a good concept are all you need. I don't want to lose that simplicity, because it’s the biggest selling point for me. But sometimes, particularly for a longer campaign or a very detailed setting, I find myself wanting a little more nuance--different ways to distinguish one character from another, to give players a guide to how their character might approach challenges, or to show something about the world these characters inhabit. So how do I add that detail without burying a simple, elegant system under a burdensome layer of rules?
The most obvious approach is to borrow from Electric Bastionland and Cairn, using backgrounds that come with particular abilities. In Electric Bastionland, failed careers help establish who a character was before becoming an adventurer, while Cairn uses backgrounds to give characters a little history and some practical skill or competence. Cairn, in particular, is a good starting point for me, because for the last few years, I have been working on a big game for a generic Medieval European setting. With inspiration from the careers of Warhammer Fantasy Roleplay (1st and 2nd editions) and the social settings of Burning Wheel, I’ve been experimenting with a list of background careers, each associated with two abilities appropriate to those backgrounds. For example, a former village healer knows something about medicine and natural philosophy; a sailor understands seamanship and rigging; a burglar knows how to break in and move quietly. These can help differentiate characters, not with game mechanics, but by suggesting the kinds of work people do, the knowledge they’ve accumulated, and the roles they play in society. A list of backgrounds can become a small piece of worldbuilding and exposition in its own right (and that’s what I’ve been working on).
For now, I'm calling these abilities Knacks, although I'm not married to the name (I’ll have to spend some time with the trusty old thesaurus). A Knack isn't a skill that automatically adds a bonus to a roll--that’s not in the spirit of an Oddlike game. It doesn’t allow a character to do something no one else can do--in Oddlike games, anyone can try anything. In my view, a Knack tells what a character with a particular background can reasonably be expected to do, know, or accomplish, in a “better than average” sense. A herbalist searching for medicinal plants might identify a useful remedy without a roll; a burglar might not need to roll to bypass an ordinary lock, while a character without that experience would have to; a sailor or a farmer might recognize a dangerous change in the weather before the rest of the party does. Sometimes a Knack could make an otherwise impossible action possible. Sometimes it could provide information, establish a useful contact, or give a specific advantage in a dangerous situation. And sometimes it could simply mean there’s no need to roll dice at all. The point is to provide a guide for the player and GM about what is special about that character because of their background, rather than add modifiers or special rules.
Here are some examples of the backgrounds with Knacks and starting equipment, from what is becoming a rather lengthy list:
Village Healer
A practical local healer who treats everyday injuries and illnesses using experience, traditional remedies, and whatever supplies are available.
Physician. During a Long Rest, you can provide competent basic medical care, treating everything from disease to broken bones to ability score loss.
Natural Philosopher. You can identify unfamiliar plants, animals, minerals, and natural phenomena when they occur in familiar climate/terrain; the GM may give you one useful fact.
Starting equipment: Small medicine chest, bandages, needle and thread, knife, mortar and pestle, and a few jars of salves or dried remedies.
Military Engineer
A specialist who builds or dismantles fortifications, plans defensive works, prepares siege approaches, and solves practical problems involving terrain and structures.
Architect. You understand how buildings are constructed, where they are strongest, and where they are likely to fail.
Carpenter. Given timber and tools, quickly construct sturdy wooden furniture and structures and make ordinary repairs.
Starting equipment: Measuring cord, compass or simple surveying instrument, mallet, chisel, notebook of sketches, and other small tools.
Friar
A member of a mendicant religious order who travels or lives among ordinary people, preaching, teaching, seeking alms, and serving the poor.
Performer. Given an audience, you can earn a meal and a place to sleep through performance, if the audience has the means to offer them.
Forager. Where edible plants or game genuinely exist, you can find enough to supplement your group’s food without a roll, given time and suitable conditions.
Starting equipment: Psalter or other religious text, walking staff, begging bowl, pouch, sturdy sandals or shoes, and a weatherproof cloak.
So at this point, particularly for my long-planned Medieval game, this is my best idea for “complicating” Oddlike games: add detail to characters, but resist the temptation to turn every detail into a mechanic. My goal is to start with a simple Oddlike system and introduce backgrounds and Knacks to make characters feel more individual, so that their previous lives matter, and to help the game’s setting to emerge from the rules themselves without paragraph-style exposition or history lessons. The goal isn't to make an Oddlike game more complicated, but to give its simplicity a little more texture. Time will tell how well this succeeds.