Some things I'd say could indicate success include a second edition, a release schedule that does (or did) publish things when expected, and third party support.
I stole a code name from a friend's Dracula Dossier game to use for my own. HEARTBREAKER (the unknown woman from the novel whom Dracula turned) was too good a name not to steal.
I would say more than ten forms of raw materials is pushing it. What is your game about? The more technologically advanced the setting is, the more forms you probably need.
I also infer, from the relative silence of this thread, that there are not many good examples. Probably because in most...
In my first time GMing after a long absence I set up a pretty awful railroad. The players came up with a tactic I totally failed to predict and I had no way to adapt to it. I tend to gravitate to rules systems that discourage it, now.
Chalk me up with those nostalgic for Traveller. Although I think part of it was the release of the floppy black books. I would say about 15 or so years, at least.
If it's a core activity the PCs will be doing.
Swords of the Serpentine has a neat mechanic where a character attempts to force action and the resisting target can give in or make a test against Composure (sort of a mental health track). It would work well for a "come out with your hands up"...
The rule of fun applies here; if everyone is enjoying themselves, you are playing right. But if lack of collaboration is harming your experience, you are part of the group and your expectations are worth as much as the next player:
"One of the things I want you to do is play collaboratively...