Tuesday, January 03, 2006
This is how I ran RPGs for a long, long time. It was fun. I don't think I have the patience and finesse required anymore, though. Tasks and conflicts happened at random intervals, sometimes connected, sometimes not. Conflict resolution was always a physical battle, everything else was pass/fail task resolution with stakes resolved solely by me, the GM. Things would wander to an eventual "big battle" which could mean the resolution of the situation, or not, depending on my judgment.
Everyone had fun because our social contract was solid, and I got pretty good at reading player flags and spinning illusionist techniques. The players didn't ever have any authority within the resolution system, but their input was carefully considered by the person who did have authority, and I often made the right guesses and judged things fairly. It was a lot of work. Running even a few games in a row would drain me, which is not surprising considering the mind-reading and improv authorship and acting required.
The diagram in the previous post (below) is not the way to roleplay. But it is a way that I appreciate a lot now. The one above now fills me with dread.
Labels: rpg theory