[ +- ] Gist of Harrigan quoted text: a completely different style of game — one where the PCs are badasses, they are the center of the story, etc.
Harrigan says:
I think Rabbits has the gist of it, and is onto something. I’ve struggled to really articulate what I think would answer the mail on what BDG is after. I do
not think it’s just high level D&D / trad play, but a completely different style of game — one where the PCs are badasses, they are the center of the story, etc. Being powerful in terms of mechanics doesn’t necessarily give you agency, though certain abilities, spells and such certainly help. But you need the social contract part of it, the ‘GM is a fan of the players’ bit that is so prevalent, indeed, in PbtA and Fate games.
I’ve got to think something like games like Monster of the Week, Nights Black Agents, various two-fisted pulp games and various superhero games are really well-suited overall, but I think what’s needed is that agreement and accord on the style of play.
This type of game sounds like it could be super fun. In some aspects it could be harder, in my experience of games, but it would be very rewarding. Not knowing the systems mentioned, my viewpoint could be somewhat limited.
Even if the characters are given a situation, and then some of their resources, they would still be the large driving force around what happens over all. I would think that basics, or limitations per character, would have to be given/settled in character/world setup as it could possibly have players going 'what do we do?' for eons.
Like, if a pc was a ruler, what tools/pawns do they have? Then when the pc encounters the overall situation, they have knowledge of tools they can use to handle it how they want to handle it. Do they have alliances with other rulers? A large military force or a small one? Good/poor diplomatic relations? A reliable spy network? Trustworthy/suspicious aides/subordinates?
If a pc was that legendary hermit people went to for advice, how solitary are they? Why do they help or not help? Would they have animal connections? Be welcomed by old friends, people or places they have assisted? Be spurned by places/people who either did not get help or did not like the advice and so didn't use it? Would they have acolytes/apprentices around the place?
Or if the pc is a hidden figure, moving things behind the scenes, how do they do so? Are they reliant on the underworld or are they just incognito as they hate the spotlight?
Over all it sounds quite interesting. Even if it seems like someone else's problem they want help with, the scale would be grander and your help - if granted - would mean that you had control over the outcome. If you asked a dragon to help save your village, and they accepted, they would 100% have the commanding role there. Even a ruler would have to listen to the dragon they asked for help.
I'd love to try and play a game like this, and it also sounds interesting to run. As a GM you could, in general, be more reactive when making the plot outside of overall set up as you are narrating the outcome of their choices and not giving them the choices to make. It wouldn't be the pcs playing your story as a 'choose your own adventure' type deal, but more the GM offers premise and outcomes/consequences while the players create the story. Like giving the GM multiple writing prompts almost.