Wrist-thick Kudzu vines

Now, ancient wargamers found their games got cooler if someone took over being the source of conflict and moved some narrative authority off of the rules. You know why?
Human beings tell stories about everything they do, even vicariously. Challenges were overcome, epic battles fought as player characters speeded through the dungeons to obtain treasure.
This is conflict - the crucial ingredient. The conflict combined with the creativity of the players, till elaborate, exciting tales were told about the game. May I see your hand please?
 
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:):):):) off with your miniatures and complete book of this and that, I say never be complete, I say stop being perfect, I say let... lets evolve, let the dice fall where they may.
 

This is a narration mechanic.
It will work more than you've ever been making at the table, and you will have some cards.
 
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Stay with the the play, don't write in your corner.

The first games were made from the conflicts of gamemasters. Like the first PCs sent into a dungeon. Without conflict, without situation, we would have nothing.

Stop the drift - this is your play, your challenging scene. It's right here!

Don't deal with this the way those passive players do. Come on!
[sblock=sharing narration]Gather 20 cards per player, the faces aren't important, each card is essentially a coin.

Outside of scenes, any player can to spend 2 Cards - and convince 2 other players to spend 1 card - to establish ANY fact about the world. This continues until the players are ready to start a scene.

When the players are ready, everyone makes a bid: d4, d6, d8, d10, d12, d20, or pass

The high roll frames the scene: Location, who's there, when it takes place and the point of the scene. The low roll acts as GM for the scene. Everybody gets a point of Conviction, and the GM gets a Card.

If all players pass, everyone gets 5 more Cards.[/sblock]
 
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