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<blockquote data-quote="MintRabbit" data-source="post: 9279395" data-attributes="member: 7044790"><p>Fiasco was the first game I played that didn't have a GM responsible for the world. It helped me realize that a) everyone at the table having an equal say in what happens is a good thing and b) the plot doesn't always have to make sense. </p><p></p><p>The way External Containment Bureau presents mysteries showed me just how good the players are at coming up with solutions to problems, and that I really don't have to stress about not knowing all of the answers.</p><p></p><p>Bones Deep gave me an all-new appreciation for proper hyperlinking, and showed me how lovely a series of roll-tables truly can be. </p><p></p><p>Last Fleet was a great lesson in how stacking consequences and having them set pieces of the plot off like dominoes can really give the players a lot of emergencies to juggle with - and you don't even have to try that hard.</p></blockquote><p></p>
[QUOTE="MintRabbit, post: 9279395, member: 7044790"] Fiasco was the first game I played that didn't have a GM responsible for the world. It helped me realize that a) everyone at the table having an equal say in what happens is a good thing and b) the plot doesn't always have to make sense. The way External Containment Bureau presents mysteries showed me just how good the players are at coming up with solutions to problems, and that I really don't have to stress about not knowing all of the answers. Bones Deep gave me an all-new appreciation for proper hyperlinking, and showed me how lovely a series of roll-tables truly can be. Last Fleet was a great lesson in how stacking consequences and having them set pieces of the plot off like dominoes can really give the players a lot of emergencies to juggle with - and you don't even have to try that hard. [/QUOTE]
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