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What Mechanics or Systems Do You NEED?
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<blockquote data-quote="thefutilist" data-source="post: 9279879" data-attributes="member: 7044566"><p>I recently made the lightest game I could think of, for my style of play. It ended up being heavier than I thought.</p><p></p><p>There’s no GM.</p><p></p><p>Situation: Create at least 5 characters with tension between them. Probably no more than 7.</p><p></p><p>Scene framing: Take turns framing the scene. No one else has input.</p><p></p><p>Conflict resolution: If there is a conflict you MUST roll. Both sides of the conflict must agree there is a conflict. Flip a coin or roll a dice, 50 50. You can set stakes to clarify the conflict but only up to a shift in a characters priorities and you CAN’T set stakes beyond that. The roll determines the shift or not and the character shifted gets to narrate and is free to choose their actions.</p><p></p><p>I tried leaving out a scene framing rule and play collapsed into story boarding. I tried not being explicit about what the conflict roll dealt with and it was a little weak.</p><p></p><p>The weird thing about rules is that you have to bring a whole lot of aesthetic judgement and talk about how and why to apply them. I don’t think many people could run the game above, unless I described what I mean by the terms and so on. Which would probably take a few pages, maybe several.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9279879, member: 7044566"] I recently made the lightest game I could think of, for my style of play. It ended up being heavier than I thought. There’s no GM. Situation: Create at least 5 characters with tension between them. Probably no more than 7. Scene framing: Take turns framing the scene. No one else has input. Conflict resolution: If there is a conflict you MUST roll. Both sides of the conflict must agree there is a conflict. Flip a coin or roll a dice, 50 50. You can set stakes to clarify the conflict but only up to a shift in a characters priorities and you CAN’T set stakes beyond that. The roll determines the shift or not and the character shifted gets to narrate and is free to choose their actions. I tried leaving out a scene framing rule and play collapsed into story boarding. I tried not being explicit about what the conflict roll dealt with and it was a little weak. The weird thing about rules is that you have to bring a whole lot of aesthetic judgement and talk about how and why to apply them. I don’t think many people could run the game above, unless I described what I mean by the terms and so on. Which would probably take a few pages, maybe several. [/QUOTE]
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