Nearly 16 years ago, Eero Tuovinen wrote this:
He makes the key point that I made in my post just upthread: the play of these games creates an amazing story, without anyone having to author a story. The game procedures ensure that by players playing their PCs, and by the GM doing their job of framing scenes and establishing consequences (by use of their authority over backstory and dramatic coordination). Because the procedures are well-designed to bring this about!
Here’s how games like Sorcerer, Dogs in the Vineyard, some varieties of Heroquest, The Shadow of Yesterday, Mountain Witch, Primetime Adventures and more games than I care to name all work:
<snip a very good account of the game procedures/"play loop" common to these games>
These games are tremendously fun, and they form a very discrete family of games wherein many techniques are interchangeable between the games. The most important common trait these games share is the GM authority over backstory and dramatic coordination . . ., which powers the GM uses to put the player characters into pertinent choice situations. . . . The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook.
<snip a very good account of the game procedures/"play loop" common to these games>
These games are tremendously fun, and they form a very discrete family of games wherein many techniques are interchangeable between the games. The most important common trait these games share is the GM authority over backstory and dramatic coordination . . ., which powers the GM uses to put the player characters into pertinent choice situations. . . . The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook.
He makes the key point that I made in my post just upthread: the play of these games creates an amazing story, without anyone having to author a story. The game procedures ensure that by players playing their PCs, and by the GM doing their job of framing scenes and establishing consequences (by use of their authority over backstory and dramatic coordination). Because the procedures are well-designed to bring this about!

