robertsconley
Hero
Likely because RPG campaigns, regardless of system, involve small groups, and research on small-group communication shows that social norms often override formal turn-taking, resulting in groups developing their own equilibrium of who talks when.As an unrelated aside, I do not understand how loud guy dynamics becomes an issue with Apocalypse World style collaborative world building (where the GM still retains content authority) because the GM is meant to ask specific questions to specific players. It's never a free for all. Creative differences can absolutely be a thing (and you do need creative alignment in your group) but the loudest gets their way thing should be impossible under both declaring actions and answering questions based on the outlined procedures meant to be used in the games.
From a google search on the topic I found this.

System Matters, Explicit Mechanics Less So.
Way back in 1980, someone named Glenn Blacow submitted an article to Different Worlds magazine. The piece was entitled “Aspects of Adventure Gaming” and it was an attempt to address creative tensio…
And this is an interesting point that would apply to the loud guy dynamic.
This looks testable if the group has a loud guy dynamic and starts doing something else, and still has a loud guy dynamic, then it has to be addressed socially, and the RPG is not going to help resolve it, regardless of what procedures it contains.