Something I really like in Pbta games is how the GM Agenda communicates the games' core themes and play principles in three simple phrases. For those who don't know the concept, here are some examples.
For Apocalypse World it is..
For Monsterhearts it's..
For Passion de las Pasiones it's..
___
So, how about we try to apply this for other games? Here, I'll begin..
Runequest's GM Agenda:
1. Make the myths feel real and part of reality
2. Make the game communal
3. Play to find what happens
I'd like to comment on these because I'm a big RQ and Glorantha fan:
1. is about making the myths a "normal" part of reality, which I think is at the core of the setting and captures the mindset and beliefs of a man from ancient times.
2. is about making the game orbit communities like cults, tribes, etc. again reflecting ancient times cultures. And
3. is something I see related to the kind of playstyles the game facilitates, which is players-driven or sandboxes.
Your turn!
For Apocalypse World it is..
- Make Apocalypse World feel real.
- Make the PCs lives interesting.
- Play to find what happens.
For Monsterhearts it's..
- Make the game feral.
- Make the PCs feel unaccepted.
- Play to find what happens.
For Passion de las Pasiones it's..
- Bring out the drama of the telenovela
- Twist the PCs relationships
- Play to find what happens
___
So, how about we try to apply this for other games? Here, I'll begin..
Runequest's GM Agenda:
1. Make the myths feel real and part of reality
2. Make the game communal
3. Play to find what happens
I'd like to comment on these because I'm a big RQ and Glorantha fan:
1. is about making the myths a "normal" part of reality, which I think is at the core of the setting and captures the mindset and beliefs of a man from ancient times.
2. is about making the game orbit communities like cults, tribes, etc. again reflecting ancient times cultures. And
3. is something I see related to the kind of playstyles the game facilitates, which is players-driven or sandboxes.
Your turn!
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