Balesir
Adventurer
I can't speak for [MENTION=99817]chaochou[/MENTION], who I managed to xp for that excellent post (yay!), but my experience was similar to what he describes and I'll comment on that. The main early games that we tried (with very variable levels of success) were Everway and Theatrix. I ran World of Darkness with Theatrix systems, for a while, because the "official" systems I didn't find to be helpful in any way. It was interesting, rather than a roaring success, and it was towards the end of it that I first saw the stuff starting to come out on The Forge.
Theatrix, just FYI, is/was a diceless system where the GM decided all outcomes (a classic example of "if the GM can just get the right system, the game will be awesome!" - yeah, you can guess how well that went!). It did have some very interesting stuff on skills, though, that would serve me well later. Rather than the level of skill determining the proportion of the time you succeeded (since that was entirely up to the GM, for the "story"), it talked about a "locus of control". The best way I have to explain this is by example:

The other thing it did was give each character a "key expertise role". This could be anything - "Doctor", maybe. If the player of the character with an appropriate role made a statement about something, then in the game being played that statement would be true. So, if I'm "The Doctor" and I say "she has the symptoms of hypercaemia - if we don't get her to a hospital in about an hour she'll probably die!" then that is the way it is - even if some player who is a real-world doctor points out that there is no such condition as "hypercaemia" (and before anyone shouts, there might even be one - I have no idea!).
So - those were pretty flawed and variable games - but they were at least trying things that were genuinely different, and eventually hit on some good formulae.
Theatrix, just FYI, is/was a diceless system where the GM decided all outcomes (a classic example of "if the GM can just get the right system, the game will be awesome!" - yeah, you can guess how well that went!). It did have some very interesting stuff on skills, though, that would serve me well later. Rather than the level of skill determining the proportion of the time you succeeded (since that was entirely up to the GM, for the "story"), it talked about a "locus of control". The best way I have to explain this is by example:
This sort of thing comes in handy for trying to imagine scenarios for things like Come and Get It...Example: driving on ice. Case 1 - Success
Skilled driver - "OK, as you approach the bend you see the black ice on the nearside, and there's another vehicle coming. You can probably speed up and get around the outside of it before the oncoming vehicle gets here, assuming there's no ice you haven't seen; or you can slow down and let him pass before going around it - what do you want to do?"
Unskilled driver - "OK, you approach the corner; wait, is that - whoa! Eek! That was close - you spotted the ice right at the last minute, and the other guy coming the other way didn't see it at all, but you seem to have managed to miss everything..."
Case 2 - Failure
Skilled driver - "OK, the bend above has black ice on it, and there's another vehicle oncoming. It's too late to stop, too narrow to avoid everything and too slippy to get around the bend safely. You can try to plough into the hedge - at least that might be a soft landing - or you could try to cross the opposite lane and go around on the verge, which will be easy if the guy in the oncoming car doesn't freak out and start weaving. What do you want to do?"
Unskilled driver - "OK, there's a bend in the road and is that - whoa! Crap! Wow - you think you're still in one piece. You're upside down, though, after what was probably a roll. And there was another car, too - you have no idea where he went..."

The other thing it did was give each character a "key expertise role". This could be anything - "Doctor", maybe. If the player of the character with an appropriate role made a statement about something, then in the game being played that statement would be true. So, if I'm "The Doctor" and I say "she has the symptoms of hypercaemia - if we don't get her to a hospital in about an hour she'll probably die!" then that is the way it is - even if some player who is a real-world doctor points out that there is no such condition as "hypercaemia" (and before anyone shouts, there might even be one - I have no idea!).
So - those were pretty flawed and variable games - but they were at least trying things that were genuinely different, and eventually hit on some good formulae.
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