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Point Me to Some Storytelling RPGs?
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<blockquote data-quote="chaochou" data-source="post: 5401435" data-attributes="member: 99817"><p>I'll add in another shout for <strong>Dogs in the Vineyard</strong>.</p><p></p><p>Specifically, the PCs play Dogs, religous enforcers in the 1830s (ish) Utah who hand down the word of God to the community, kissing babies, shaking hands, rooting out sinners and - curing villages of the problems caused by those sins.</p><p></p><p>The GM sets up a village with lots of things wrong with it. All interacting with each other and with the PCs (maybe friends or family of a PC are there. An aunt, say.)</p><p>And the game describes how to do this really well. What you don't do is design a village with 'a solution'. It's just a village going to rack and ruin and the players have to do what they feel is morally right. Players can be faced with some heavy choices.</p><p></p><p>The other cool thing is the way conflicts escalate. You can be arguing with someone and losing. You can choose to lose, or take a swing and escalate to fists. You can be beating on them and they can back down or draw a gun and escalate to guns. It's awesome - and it really clicks when you're having to decide whether to shoot your own aunt for brewing moonshine.</p><p></p><p>You can also go quite supernatural with it and have demonic witches crawling up the walls of the church. But the game makes clear the witches aren't the problem. They're a symptom of someone sinning...</p></blockquote><p></p>
[QUOTE="chaochou, post: 5401435, member: 99817"] I'll add in another shout for [B]Dogs in the Vineyard[/B]. Specifically, the PCs play Dogs, religous enforcers in the 1830s (ish) Utah who hand down the word of God to the community, kissing babies, shaking hands, rooting out sinners and - curing villages of the problems caused by those sins. The GM sets up a village with lots of things wrong with it. All interacting with each other and with the PCs (maybe friends or family of a PC are there. An aunt, say.) And the game describes how to do this really well. What you don't do is design a village with 'a solution'. It's just a village going to rack and ruin and the players have to do what they feel is morally right. Players can be faced with some heavy choices. The other cool thing is the way conflicts escalate. You can be arguing with someone and losing. You can choose to lose, or take a swing and escalate to fists. You can be beating on them and they can back down or draw a gun and escalate to guns. It's awesome - and it really clicks when you're having to decide whether to shoot your own aunt for brewing moonshine. You can also go quite supernatural with it and have demonic witches crawling up the walls of the church. But the game makes clear the witches aren't the problem. They're a symptom of someone sinning... [/QUOTE]
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