After reading about the Savage Worlds' dramatic interludes system, I'd like to see what other ways Gms allow players to have story control outside of the actions their character takes.
For those not in the know, that system has players each draw a playing card when they're taking a long journey. Depending on the card, the character narrates one event in the journey and how their character was affected. Thus, the player tells part of the story, not the GM.
One reason this is nice is that it gives everyone a chance to tell a story, and can even keep the GM on his toes to react to what the players say.
What are some other creative ways to involve players in storytelling?
I'm thinking when a player goes to check out certain rooms or areas for the first time, I'll ask one player "what do you see?" I'd set the overarching tone ("You enter a small tavern") but the player chooses the specifics ("I see some people gambling at a table, and a group of men hopelessly trying to woo a lady"). Obviously I'd need to veto anything ridiculous.
For those not in the know, that system has players each draw a playing card when they're taking a long journey. Depending on the card, the character narrates one event in the journey and how their character was affected. Thus, the player tells part of the story, not the GM.
One reason this is nice is that it gives everyone a chance to tell a story, and can even keep the GM on his toes to react to what the players say.
What are some other creative ways to involve players in storytelling?
I'm thinking when a player goes to check out certain rooms or areas for the first time, I'll ask one player "what do you see?" I'd set the overarching tone ("You enter a small tavern") but the player chooses the specifics ("I see some people gambling at a table, and a group of men hopelessly trying to woo a lady"). Obviously I'd need to veto anything ridiculous.