Here's a simple principle:
(1) The player who needs to use a quantity should be the one tracking it.
If you're the one who updates your rogue's hit points, the hit point score should be on a piece of paper in your hands, not somebody else's (e.g. the GMs). Pretty obvious.
I can only ever remember this principle being broken once: in an early version of Blades in the Dark, it was actually the GM who had to factor up all the player skills as part of resolution.. but the GM didn't actually have this information, the players did. We adapted by making a little GM tracking sheet for all the PC's skill levels, but this was a bunch of bookkeeping. (A later version soon smoothed out this problem.)
Here's another principle, one this article is really about:
(2) The player who desires the outcome of a mechanic should be responsible for invoking it.
If you're playing a role-playing game, and part of your fun as GM is to force the PCs to face the hazards of the Purple Steppes, it should be you, the GM, that invokes the wandering encounter table.
This is a simple enough idea, but games break it all the time. This mostly happens because tracking quantities is work, and it can easily overwhelm the GM. But the consequences of giving a mechanic to somebody who doesn't want to use it are often that it doesn't get used at all.
Think about things like negative character conditions: wet, exhausted or plain old arithmetic-heavy encumbrance rules. These are quantities that the players must track, but which is against the PCs' interests. Think about how often these rules get forgotten?
Struggling with adversity is an awesome part of RPGs, but it usually falls to the GM to bring the adversity. When we leave it to players to do a bookkeeping-heavy task whose outcome they don't want, there are subtle incentives built into the rules that will encourage the group to ignore those rules.
I tried to address this in some versions of ALM, where PC conditions are tracked by the GM. It's the GM who wants the PCs to feel the freezing chill after they swim through an icy river, so the GM should a) be the one tracking that information and b) be the one who invokes it.
Here's an addition to that last principle:
(2.b) Mechanics which produce only negative or positive outcomes are especially important to give to the proper player
If a mechanic only ever produces bad news for the PCs, or nothing, it's especially important that it's not the PCs' job to invoke this mechanic. Encumbrance is the classic example of this.
Oh Right, I Forgot About Encumbrance
Encumbrance is such a great example of these problems:
- Encumbrance is a bunch of granular arithmetic, so it takes genuine effort to keep track of it.
- It's is a purely negative mechanic. There's nothing good that happens with encumbrance, it's all downside. Either you're as normal or penalized.
- The player who is inconvenienced by encumbrance is the one who has to track it
Pairing the Good with the Bad
Lighting and Darkness
Spell Components
- Food tracking: like light and darkness, instead of 'eat enough or suffer', turn eating into a benefit.
- Oh right, we forgot we had those hirelings with us—what useful thing have they done/what trouble have they gotten into?
- The behavior of pets, familiars, dogs, and pack animals
- Relationships with allies; reconnecting might reveal you've neglected them or that your rivals have been whispering to them, but it could also bring benefits like crucial news, or perhaps even timely gifts.