Tonguez
A suffusion of yellow
Just read an article on Collaborative Roleplaying and linked to this site
ERGO Collaborative Roleplaying
It discusses roleplaying by collaboration with NO DM and all players involved with creating the situations and story of the game-adventure.
Have you ever done this? Is it viable longterm? What styles best fit?
I'm thinking of using it hmmm
I also found this DM-less game SOAP - the RPG anyone tried it?
Anyway from the Article
Collaborative role-playing is based on some simple principles:
1. All players take responsibility for the game, both the game-mechanics and the flow of the story. There isn't one player with special powers whose word goes.
2. Characters are no longer the 'avatars' of their players; i.e. a character is not some extension of the player into the gamesmaster's world. Characters are actors in the story, the whole story is an expression of the players personalities.
3. Players are free to have more than one character, ebbing an flowing between them as the story dictates. Characters might have a 'parent' player (called the character's guide) but can just as easily be shared or loaned to other players.
4. There is no such thing as player-characters and non-player characters, there are only characters. The evil pirate from one game might become a central character for a player in the next. Characters exist to be role-played, not as a player's only access to the game world.
ERGO Collaborative Roleplaying
It discusses roleplaying by collaboration with NO DM and all players involved with creating the situations and story of the game-adventure.
Have you ever done this? Is it viable longterm? What styles best fit?
I'm thinking of using it hmmm
I also found this DM-less game SOAP - the RPG anyone tried it?
Anyway from the Article
Collaborative role-playing is based on some simple principles:
1. All players take responsibility for the game, both the game-mechanics and the flow of the story. There isn't one player with special powers whose word goes.
2. Characters are no longer the 'avatars' of their players; i.e. a character is not some extension of the player into the gamesmaster's world. Characters are actors in the story, the whole story is an expression of the players personalities.
3. Players are free to have more than one character, ebbing an flowing between them as the story dictates. Characters might have a 'parent' player (called the character's guide) but can just as easily be shared or loaned to other players.
4. There is no such thing as player-characters and non-player characters, there are only characters. The evil pirate from one game might become a central character for a player in the next. Characters exist to be role-played, not as a player's only access to the game world.