Thank you @N'raac. Your chamberlain example has led to some of the most enjoyable RPing I've experienced as a player.
Glad it served some purpose! Although it's [MENTION=6696971]Manbearcat[/MENTION] who looks to deserve the credit - he took the concept and made an engaging session of it
Glad it served some purpose! Although it's @Manbearcat who looks to deserve the credit - he took the concept and made an engaging session of it
A more detailed analysis will have to wait, but I will say we lucked out to a certain extent. Indie centered play is extremely demanding on all participants. You really need to have a play group that is keyed into the emergent properties of play with a strong respect for the emergent setting and what the other players are trying to accomplish.
Manbearcat really pushed us hard and we pushed on each other really hard.
In the next day or so I'll take some time out to contrast my experience here with the more traditional Scion game I'm currently a player in. If I can work it in I'll also reflect on my current plans for a Demon the Descent game that will be set in Detroit.
Not quite sure what that means. They're not asocial or antisocial, so I guess they're social.Y'know, reading that MBC, I wonder if that might be where the disconnect with Ahn might lie. He's stated a few times that his players are more social players than not, which might feed into his playstyle a lot better.
Sure. I like the Cortex games as my second system of choice because that's what they're about. It's a skill-based system (not class-based), but has a lot more explicit metagame horse-trading between player and DM, and significant metagame mechanics integrated in.Hussar said:Thing is, you can certainly share narrative powers within the context of a class/skill system. I'd go so far to say that many of the more shared narrative games I've played still have class and or skill systems.
Normally, I like talking about things in shades of gray, but these kinds of issues are an exception to my mind. My experience is that shades of gray in defining who has the power within this game lead to arguments. I hate those kinds of arguments. By making it clear who adjudicates and who's in charge, I've fixed a lot of problems.But, since you have flat out stated that you control when skills can be used, then, obviously, it's not going to work for you. If the players cannot dictate when their skills are being used, then sure, a skill system won't grant narrative control. But, narrative control certainly does not need to be free form. It's not binary - either no control or full control. There are many, many shades of grey here.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.