Games that are fun, but need a one-in-a-million GM

Tsyr

Explorer
Yeah, like the title says. Do you have any settings or systems that you find very fun, but you also find that even good DnD DMs can't seem to manage to pull a game of it off right? That need the rare, one in a million GM to get them to feel right?

My vote has to go for Changeling... as I've stated before on this board, I love Changeling, but rarely get to play it. And the problem is it takes one heck of a GM (Ok ok, Storyteller... bleh) to get it to work. I mean, all WW games take a fairly good GM to get them to be anything other than an angst-fest or a hack-n-slash game, I've found, but Changeling is even more tricky... because it's so DIFFERENT from... well... basicly any other game setting. It also takes good players, really, as well... players who actualy understand the concept. A lot of people I've found will never really "get" changeling no matter how often you explain it to them.
 

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For me, it's Werewolf. Anyone can run a hacknshlahs game of werewolf... but with the right GM it can be a POWERFUL spiritual journey style of game

Unfortunately... I don't play many games... just GM.
 

Amber Diceless

Slightly less difficult, but trickier than D&D is CoC (d100 or d20)

To be fair, both of these really work best when the players are into the style and genre of the games, though.
 


Zappo said:
Wraith. It's almost unplayable, much for the same reasons as Changeling.

I'd agree with yout, except....

... I've never even found a person willing to _TRY_ to run Wraith, much less pull it off. Or, for that matter, more than a tiny handful of players who would be willing to try it.
 


Let's throw Continuum by Aetherco into this hat ring. Despite claims from the company that produces it, I have yet to find more than 10 people in person and online who has ever heard of the game, much less played it.

The rules, however, are beautiful. Most of the paradoxes of time travel have been explained and have rules for adjudication; the setting is VERY roleplay- intense; and with the exception of the ability to travel in time and space, the PC's are mortal, and very, very human.

It looks to be a great game, and I have a burning desire to play in a session, just to see how it is properly run, so that I can try to get my players to play it.
 

Well, keeping in line with the above, I'd say Mage as well. That game can get so complex it takes a really exceptional GM to handle it. Amber I fully agree with, and that's probably why I never dared it. Psychosis, for those who know it, and I suspect Nobilis as well, are probably very tricky to run right...
 

Tsyr said:


I'd agree with yout, except....

... I've never even found a person willing to _TRY_ to run Wraith, much less pull it off. Or, for that matter, more than a tiny handful of players who would be willing to try it.

I TRIED to run a Wraith game once. I failed. :(

It's hard motivating dead people who only care about the car they left behind, or that are obsessed with revenge on their murderer. Why would you stick together? Certainly not for fear of death. The only way that game would work out is if you all died together in the first place, like a airliner or bus crash or something. Blah. I liked the concept and the setting, but the execution is a nightmare.

And I agree with Hellhound. Werewolf can be trancendental in the right hands. :)
 

Mage - I've never found a DM that will run in.
Dark Sun - Damn arena stigma or Prism Pentad stigma
Planescape - Sigil or Hell -- take your pick.
Vampire the Dark Ages - Everyone thinks it's Vampire: D&D -- hardly
 

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