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<blockquote data-quote="Skywalker" data-source="post: 4942953" data-attributes="member: 1538"><p>Primetime Adventures, Polaris, Theatrix, Shock...</p><p></p><p>The traditional roles of a GM and player is really just one way to distribute narration rights over a group created story. In the above RPGs, the narration rights pass from player to player at set times as determined by the rules. This could be done on the basis of turns or when a player wins a contest of some kind (like rolling dice).</p><p></p><p>The number of RPGs that have some form of a GM but break the traditional distribution of GM and player are evn more numerous. For example, Burning Empires has a competive style of play where the GM again plays the antagonism of the story as if they were a player. In BlissStage, the GM acts as a facilitator but players often take the GM's normal responsibility of antagonism for a specific player.</p><p></p><p>FWIW it is easy to incorporate some of these ideas into a traditional RPG. I often do it in D&D by allowing players to create cut scenes as if they were the GM and grant them narration rights to the scene.</p><p></p><p>The big question from a lot of people who haven't played in a GM-less game is how do you prevent one player just making stuff up and ruining the game. GM-less play does require a level of trust, but arguably that applies to all RPGs to some extent. Plus there is the "don't be a dick" rule, which basically says a player should be a dick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Skywalker, post: 4942953, member: 1538"] Primetime Adventures, Polaris, Theatrix, Shock... The traditional roles of a GM and player is really just one way to distribute narration rights over a group created story. In the above RPGs, the narration rights pass from player to player at set times as determined by the rules. This could be done on the basis of turns or when a player wins a contest of some kind (like rolling dice). The number of RPGs that have some form of a GM but break the traditional distribution of GM and player are evn more numerous. For example, Burning Empires has a competive style of play where the GM again plays the antagonism of the story as if they were a player. In BlissStage, the GM acts as a facilitator but players often take the GM's normal responsibility of antagonism for a specific player. FWIW it is easy to incorporate some of these ideas into a traditional RPG. I often do it in D&D by allowing players to create cut scenes as if they were the GM and grant them narration rights to the scene. The big question from a lot of people who haven't played in a GM-less game is how do you prevent one player just making stuff up and ruining the game. GM-less play does require a level of trust, but arguably that applies to all RPGs to some extent. Plus there is the "don't be a dick" rule, which basically says a player should be a dick :) [/QUOTE]
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