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<blockquote data-quote="Breaking Star Games" data-source="post: 9248960" data-attributes="member: 7042067"><p>Beyond the overall goals of being fun, interesting and meaningful. I really like:</p><ul> <li data-xf-list-type="ul">Collaborative Storytelling is the focus. Whether that looks like your traditional sandbox and prep for your next session or PbtA's Play to Find Out - I just want the players' contribution to be a large part of the narrative. And the GM should have tools to ensure this.</li> <li data-xf-list-type="ul">Mechanical complexity/crunch had better be well worth it. I can enjoy Pathfinder 2e's relatively high complexity because it makes a great combat system. But there are many examples where this isn't the case and I'd much prefer a simple fast-resolving mechanic like how a PbtA Basic Move brings you back to the fiction immediately.</li> <li data-xf-list-type="ul">Focused and evocative in its themes/genre. It should reward players for fitting into these. I like reading and learning lots of systems, so its rewarding to have a set of specific tools for specific jobs than a more wide-ranging/generic system that acts like a multi-tool.</li> <li data-xf-list-type="ul">Hard Choices - probably best seen in games with Yes, But results. Its not necessarily interesting to just see if the PCs succeed or not, but rather that its interesting to see how much they are willing to pay to succeed. The more this is built into the game rather than GM fiat, the more fun it is</li> </ul><p>Its pretty oriented towards narrative and especially PbtA games, but they tend to just codify my preferred GM style harder. I really enjoy lots of systems from ICON to Orbital Blues to Swords of the Serpentine that work with a very similar GM style.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9248960, member: 7042067"] Beyond the overall goals of being fun, interesting and meaningful. I really like: [LIST] [*]Collaborative Storytelling is the focus. Whether that looks like your traditional sandbox and prep for your next session or PbtA's Play to Find Out - I just want the players' contribution to be a large part of the narrative. And the GM should have tools to ensure this. [*]Mechanical complexity/crunch had better be well worth it. I can enjoy Pathfinder 2e's relatively high complexity because it makes a great combat system. But there are many examples where this isn't the case and I'd much prefer a simple fast-resolving mechanic like how a PbtA Basic Move brings you back to the fiction immediately. [*]Focused and evocative in its themes/genre. It should reward players for fitting into these. I like reading and learning lots of systems, so its rewarding to have a set of specific tools for specific jobs than a more wide-ranging/generic system that acts like a multi-tool. [*]Hard Choices - probably best seen in games with Yes, But results. Its not necessarily interesting to just see if the PCs succeed or not, but rather that its interesting to see how much they are willing to pay to succeed. The more this is built into the game rather than GM fiat, the more fun it is [/LIST] Its pretty oriented towards narrative and especially PbtA games, but they tend to just codify my preferred GM style harder. I really enjoy lots of systems from ICON to Orbital Blues to Swords of the Serpentine that work with a very similar GM style. [/QUOTE]
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