MNblockhead
A Title Much Cooler Than Anything on the Old Site
I know some groups are more flexible than others, but in my experience a group gravitates around a small constellation of games and genres. The players in my group are a mix. I'll occasionally run a one shot for a change of pace. I have one player that has no interest in playing Sci Fi games and will skip those, but the other players are generally up for trying something new. But there are some games that they I don't feel that most if any of my players would either (1) have no interest in or (2) not bring the right energy to. For these, I generally join as a player at a Con or online. Two examples that come to mind are:
1. Alice is Missing
2. Dialect
Both require an amount of earnestness and emotional investment that many people are not looking for when getting together to game. Alice is Missing, even when played in person, is played completely by text message and in complete silence. Alice is Missing is not particularly replayable and I'm glad to have played it with an excellent GM and players who bought into the premise. One player who couldn't keep silent or was overly jokey and flippant would totally take everyone out of the game. Dialect, I suppose, could be played humorously but it can be a moving experience when played with sincerity. It also involves constructing and evolving new vocabulary as the core mechanic, which might be too abstract and introspective for many people.
What games have you found that you have to go outside of your normal group to play? Alternatively, if you group is the type that is up to play anything, do you find it difficult for your group to stick to one campaign and game system for a long campaign? One reason I like my group is that we have played through multi‑year campaigns.
1. Alice is Missing
2. Dialect
Both require an amount of earnestness and emotional investment that many people are not looking for when getting together to game. Alice is Missing, even when played in person, is played completely by text message and in complete silence. Alice is Missing is not particularly replayable and I'm glad to have played it with an excellent GM and players who bought into the premise. One player who couldn't keep silent or was overly jokey and flippant would totally take everyone out of the game. Dialect, I suppose, could be played humorously but it can be a moving experience when played with sincerity. It also involves constructing and evolving new vocabulary as the core mechanic, which might be too abstract and introspective for many people.
What games have you found that you have to go outside of your normal group to play? Alternatively, if you group is the type that is up to play anything, do you find it difficult for your group to stick to one campaign and game system for a long campaign? One reason I like my group is that we have played through multi‑year campaigns.