I play and run a lot of Amber diceless (tabletop rpg). Once I ran the classic "it's a D&D-esque world and your adult kids were in an adventuring party and got in over their heads, and now you and the other middle aged non-adventurers have to go to the rescue" plot, and I ran it with the #ADRPG because that's my bread and butter.
When I'd gotten all the characters from people who responded before the con, I looked them over and found the group was light on Warfare, the Amber stat for strategy/fighting (ish).
I made a couple pregens, and the one that was picked sticks in my mind, because the player was great and I also like the concept: I was like "what kind of non-adventurer has a lot of combat and strategy experience?" And the answer was an orc dockworker union organizer.
He'd been standing up to the Man and keeping his own people on point for years, and then his dang son went off and became a namby-pamby cleric and was palling around with non-orcs and were they treating the kid right...
It's probably not something I would have thought of without the Amber ruleset to frame the problem space. Just thinking about how rules are neat and inspire creativity.


