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More Core Mechanic January 12, 2007

Posted by Ian in Actual Game, Applied, Game Design, Mechanics (Dice).
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Lousy brain, coming up with ideas after I post. 

One quick idea: rather than have a dedicated person in a GM-lite role who opposes all players in their internal conflict, let the player who first suggests the conflict (even if they don’t necessarily play a strong framing role) be the default opposition for everyone else.  In other words, when you pick a conflict that is important to your character, it may hurt other characters.

I like the idea of a default GM figure, who will take up the conflict if no other player jumps in, but if other players come in, they are vying with each other, at least for the internal victory.  Hmmm, with advancement tied closely to participation in conflicts, players would have good reason to jump on-board and risk an internal bruising…

I really like the idea of an improv-driven GM role.  This could work out well if it is the players’ task to seek out conflicts.  They find the conflict, the GM (as players give them feedback) frames the conflict more coherently, other players jump in or don’t, and things go from there.

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