Pbta GM AGENDA for other games? (and Runequest)

VLessa

Explorer
Something I really like in Pbta games is how the GM Agenda communicates the games' core themes and play principles in three simple phrases. For those who don't know the concept, here are some examples.

For Apocalypse World it is..
  • Make Apocalypse World feel real.
  • Make the PCs lives interesting.
  • Play to find what happens.

For Monsterhearts it's..
  • Make the game feral.
  • Make the PCs feel unaccepted.
  • Play to find what happens.

For Passion de las Pasiones it's..
  • Bring out the drama of the telenovela
  • Twist the PCs relationships
  • Play to find what happens

___

So, how about we try to apply this for other games? Here, I'll begin..

Runequest's GM Agenda:
1. Make the myths feel real and part of reality
2. Make the game communal
3. Play to find what happens

I'd like to comment on these because I'm a big RQ and Glorantha fan:
1. is about making the myths a "normal" part of reality, which I think is at the core of the setting and captures the mindset and beliefs of a man from ancient times.
2. is about making the game orbit communities like cults, tribes, etc. again reflecting ancient times cultures. And
3. is something I see related to the kind of playstyles the game facilitates, which is players-driven or sandboxes.

Your turn!
 
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[Brendan Byrd’s] D&D—Planescape GM Agenda:
  • Make it thought provoking and gritty*. [“Philosophers with Clubs” (optional 1d6 dmg)]
  • Confront the PC’s with the awe-full nature of Sigil, and the Outer Planes.
  • Play to find what happens.
*without substituting a “sh” for the”g”.
 

I think the more you drift away from a tightly coupled premise + game the harder a concise Agenda might be? For instance Daggerheart does generalized Principles about running / playing that game, and then encourages figuring out specific ones for a "Campaign Frame" that kinda focus down on the premise at hand.
 


I think the more you drift away from a tightly coupled premise + game the harder a concise Agenda might be?
Also, many RPGs seem to aspire to an agenda that their framing and resolution rolls don't necessarily support.

So, how about we try to apply this for other games?
Traveller isn't resistant to GM fiat because of the dice mechanic - it's resistant because the game doesn't necessitate a 'plot' or 'adventure' which the players are expected to conform to.

In this it is no different from Burning Wheel or Apocalypse World - GM force is obviated because it is contrary to the principles of play, which (to me) are 'make the characters' lives interesting' , 'present the universe as vast, compelling and profitable' and 'inspire wanderlust in your players'.
 

I guess I have an agenda when I run games, though the phrasing is different:
  • Give the characters freedom, but the NPCs may want to impose consequences if the characters are violent idiots.
  • Show the characters interesting things they can do, but don't force them.
  • Don't forget about the ordinary folk, because they're where heroes come from.
 

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