bowlofspinach says:
The "ideal" game I always had in mind and wanted to play in was basically You Don't Meet In An Inn's run of Monsterhearts. Some plot but basically all relationship drama.
I'm too bad of a roleplayer irl to get that experience there but I have found it on GP. First with an amazing Smallville game with Squadfather44, Cosmic_Cube and thetaodaddy, then, after that game had to end due to real life interfering, with a wonderful game of Things from the Flood with Emberskyes that is still ongoing.
There are tons of great game experiences I made or am still hoping to make on here but that is basically the holy grail and I managed to find it twice.
That's excellent! I know that everyone has their own tastes and with different genres and settings being more capable of delivering on those tastes, it's great that you've found that.
umbraldragon says:
A game that let's you do everything you've ever wanted...nope. And yes. I've always been able to modify or change the way a game is played to suit MY GM style rather than the other way around. I can think of several games over the course of nearly 40 years of gaming (May2002 will be 40 years) that hit the sweet spot. IMHO there are a few factors that make that happen. In a nutshell:
The group you're in (everyone buys in to the game's premises and make the effort to make it a great game)
The GMs ability to be flexible and fair (keep the 4th wall at bay, make calls on the fly that make sense, be firm, be fair)
A great setting (has to be something that keeps your interest no matter the genre)
A modular system (or make it do what you want!) (The rules should embrace the setting.) EVERY game has flaws.
Some folks like a narrow set of rules and some like a broader set of rules. It's a matter of personal taste. Some folks can't see playing games without fumble tables, critical tables, detailed weapon stats and such. Some folks are ok with no dice and just making it all up as you go. Most fall somewhere in the middle.
That's what my experience has lead me to believe - so far. I might change my mind tomorrow or in a few years. Who knows?
"Every game has flaws." That's something to think about. Accepting that statement and being ready to tweak/flex rules to fit what you want does sound like a good plan.
Chasing after and communicating that desire to play your dream game can be challenging. Finding a group that will all buy-in and want the same thing as you is another. I think that many times as we play games we are experimenting with them to see if it's something we like or just to try it on for size, so to speak.
For example, to put my dream game into words, I can only think of vague terms because it's undefined and nebulous. Perhaps there is no "perfect" dream game for me but instead, my dream is to have one that meets certain criteria. That being said, there are certainly players who want to emulate other stories and shows from all types of media where they want to live vicariously through the game to be that character they like such as Aragorn or Han Solo. Making
Qralloq says:
For me the dragon is those moments as a GM, when the players take over. I've seen this in IRL games, where my players are so immersed and invested in their characters, they can hammer out interpersonal drama for hours. I've timed it, had instances where as the GM, I've said nothing for an hour. That feeling, of having lead them into creating so much for themselves and each other, is my fantasy with every game.
This has sort of happened on GP a couple times. The first was Savage Rifts, where the players rallied around Melanquolia's mute Burster-who-never-once-Burstered, and RPed endlessly without my prompting. They built their characters and relationships organically around her.
The second was more recently, in a Pathfinder game, where one player asked for a thread to RP his introduction to the city. The others jumped in, and there are now 75 posts in that thread, maybe one from me the GM.
That's my opium dream -- players that I've given enough tools to that they can engage and game without me herding them like cats.
That does sound wonderful. I haven't personally experienced that as I have generally been in games where players and GM have an almost continual back and forth. Perhaps that's something to say about the unknown of the setting.