Dec 10, 2024 9:21 pm
I'm trying to find a GM-ing style that suits me and I'm looking for willing guinea pigs.
What I'd like to try is running a game that feels more like a game. More structured than what I've experienced so far, with more OOC interaction and coordination among the players and the GM and with the cogs of the system more exposed.
The seed of my idea are CYOA books and games like Fallen London - I describe the scene/location/situation and then present the players with several choices. The two main differences are a) because the game is not pre-written I would be able to adapt to the players instead of just funnelling them down the "plot" and b) instead of just saying "I pick option 2", the players would get to write how and why their PC decides to pick that option (a big CYOA pet peeve of mine is the author assuming the player/hero's motivation to pick one option over another. Just because I gave the beggar a coin it doesn't mean I'm doing it out of the goodness of my heart, dang it!)
Another thing I'd like to do is cut ingame dialogue to a minimum. I mean actual line-by-line conversation. I find them very hard to write in a way that sounds natural (especially when there are several characters in the scene) and even harder to direct when some goal is supposed to be achieved. Instead of sitting through two weeks worth of posts hoping and praying the PC asks the right question so I can finally have the NPC give them the vital information, I'd much rather have the player state clearly what their goal is and how are they approaching it.
The game want to use to give this a try would be Blades In The Dark. I have been discouraged from running BitD as a PbP game because the mechanics make it somewhat hard to stay in character, but here I am not shying away from going OOC, quite the contrary. It also has a very fitting structure - Scores, small missions which are very focused and goal-oriented, Downtime, which is a bit of a worker-placement minigame, and Freeplay, where the PCs can do their more traditional faffing about, fraternising with minor NPCs and having all the heart-felt conversations I'd be denying them during the Scores.
What I'd like to try is running a game that feels more like a game. More structured than what I've experienced so far, with more OOC interaction and coordination among the players and the GM and with the cogs of the system more exposed.
The seed of my idea are CYOA books and games like Fallen London - I describe the scene/location/situation and then present the players with several choices. The two main differences are a) because the game is not pre-written I would be able to adapt to the players instead of just funnelling them down the "plot" and b) instead of just saying "I pick option 2", the players would get to write how and why their PC decides to pick that option (a big CYOA pet peeve of mine is the author assuming the player/hero's motivation to pick one option over another. Just because I gave the beggar a coin it doesn't mean I'm doing it out of the goodness of my heart, dang it!)
Another thing I'd like to do is cut ingame dialogue to a minimum. I mean actual line-by-line conversation. I find them very hard to write in a way that sounds natural (especially when there are several characters in the scene) and even harder to direct when some goal is supposed to be achieved. Instead of sitting through two weeks worth of posts hoping and praying the PC asks the right question so I can finally have the NPC give them the vital information, I'd much rather have the player state clearly what their goal is and how are they approaching it.
The game want to use to give this a try would be Blades In The Dark. I have been discouraged from running BitD as a PbP game because the mechanics make it somewhat hard to stay in character, but here I am not shying away from going OOC, quite the contrary. It also has a very fitting structure - Scores, small missions which are very focused and goal-oriented, Downtime, which is a bit of a worker-placement minigame, and Freeplay, where the PCs can do their more traditional faffing about, fraternising with minor NPCs and having all the heart-felt conversations I'd be denying them during the Scores.