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<blockquote data-quote="John Dallman" data-source="post: 9569247" data-attributes="member: 6999616"><p><strong><em>Toon</em></strong> is hard to play for more than an hour: the necessary maniac pace gets tiring.</p><p></p><p>A set of modes that I've tinkered with go like this:</p><ul> <li data-xf-list-type="ul">The classic mode is one GM and several players, with the GM running many NPCs and the players each running one PC.</li> <li data-xf-list-type="ul">One reasonably common variation has some or all of the players running more than one PC.</li> <li data-xf-list-type="ul">Others are a single player, with a single PC, or a single player with multiple PCs. </li> <li data-xf-list-type="ul">Additional GMs can be applied to any of these, though it's usually necessary for the extra GMs to be working to a principal GM's outline plan. Where that isn't the case, you have multiple independent games in the same setting, and matters can get confused.</li> </ul><p>A more radical variation that I tried out was a single GM, and three players, who shared control of a single PC. I accepted actions from any player who announced them clearly. There was a fair bit of thrashing around at first, of course, but the players settled into something that resembled the Freudian concepts of id, ego and superego. </p><p></p><p>I ran this under <strong><em>Amber Diceless Roleplaying</em></strong>, since I wanted the sole PC to be fairly robust. It worked, although it took more effort than a more normal setup.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9569247, member: 6999616"] [B][I]Toon[/I][/B] is hard to play for more than an hour: the necessary maniac pace gets tiring. A set of modes that I've tinkered with go like this: [LIST] [*]The classic mode is one GM and several players, with the GM running many NPCs and the players each running one PC. [*]One reasonably common variation has some or all of the players running more than one PC. [*]Others are a single player, with a single PC, or a single player with multiple PCs. [*]Additional GMs can be applied to any of these, though it's usually necessary for the extra GMs to be working to a principal GM's outline plan. Where that isn't the case, you have multiple independent games in the same setting, and matters can get confused. [/LIST] A more radical variation that I tried out was a single GM, and three players, who shared control of a single PC. I accepted actions from any player who announced them clearly. There was a fair bit of thrashing around at first, of course, but the players settled into something that resembled the Freudian concepts of id, ego and superego. I ran this under [B][I]Amber Diceless Roleplaying[/I][/B], since I wanted the sole PC to be fairly robust. It worked, although it took more effort than a more normal setup. [/QUOTE]
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