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Point Me to Some Storytelling RPGs?
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<blockquote data-quote="Rel" data-source="post: 5401251" data-attributes="member: 99"><p>I too will throw a recommendation at Fiasco. It's not a traditional RPG in the sense that you build an ongoing campaign from it. It's meant for one-shot play. But it definitely stretches the creative muscles while being a ton of fun.</p><p></p><p>However my recommendation is that you examine the "problem" here from some other angles before you seek to address it with the system. My experience is that if the game doesn't involve much in the way of story that it's because the GM isn't laying one down or the players aren't picking it up. I've played with the same group of players for a very long time and I know what they enjoy. When I proposed to bring Fiasco to play one night, it didn't surprise me at all that a couple of the players were very interested and a couple were not. The ones that weren't are just not "story guys". They are still good players and bring something to the game that is fun. But focus on the story is not their thing.</p><p></p><p>I highly recommend having a very open and frank discussion about how the players view themselves in terms of the sorts of gamers they are. Robin Laws has written some excellent stuff in both the 3.5 and 4e DMG's discussing the player types and that to me is the cornerstone of good gaming. If you don't know what it is that the players want from the game then you're planning your games by guesswork, which will only ever produce mediocre results. The bottom line is that you'll never be successful in running a story oriented game without telling stories that your players find interesting, no matter the system.</p></blockquote><p></p>
[QUOTE="Rel, post: 5401251, member: 99"] I too will throw a recommendation at Fiasco. It's not a traditional RPG in the sense that you build an ongoing campaign from it. It's meant for one-shot play. But it definitely stretches the creative muscles while being a ton of fun. However my recommendation is that you examine the "problem" here from some other angles before you seek to address it with the system. My experience is that if the game doesn't involve much in the way of story that it's because the GM isn't laying one down or the players aren't picking it up. I've played with the same group of players for a very long time and I know what they enjoy. When I proposed to bring Fiasco to play one night, it didn't surprise me at all that a couple of the players were very interested and a couple were not. The ones that weren't are just not "story guys". They are still good players and bring something to the game that is fun. But focus on the story is not their thing. I highly recommend having a very open and frank discussion about how the players view themselves in terms of the sorts of gamers they are. Robin Laws has written some excellent stuff in both the 3.5 and 4e DMG's discussing the player types and that to me is the cornerstone of good gaming. If you don't know what it is that the players want from the game then you're planning your games by guesswork, which will only ever produce mediocre results. The bottom line is that you'll never be successful in running a story oriented game without telling stories that your players find interesting, no matter the system. [/QUOTE]
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