Started by Blackrat, February 13, 2012, 07:03:53 PM
Quote from: Blackrat on February 14, 2012, 10:16:37 AMit felt very much like I was leading the players by the nose, churning out plot hooks and leading them down a pre-planned route. What I wanted was for them to take the initiative and engage with their characters / the setting, and produce their own story as a result rather than relying on quests that I threw at them.
QuoteIn both cases I really enjoyed coming up with the stuff on the fly, prompted by the PCs' actions - and I'm really looking forward to seeing how the players decide to resolve the questions raised. From the feedback I got from the players, I think they're enjoying seeing the world respond, really change, as a result of their actions, and are also excited about deciding how to resolve the questions.--Is that any clearer? Hopefully you can see how in both those examples the events sprang reasonably naturally from the PCs' actions - and they set up interesting questions and potential conflicts that the players can choose to go and resolve. That's what I'm looking for.
QuoteConclusion: Although the WFRP / AW blend has definitely shown me some techniques to move towards the kind of game I'm talking about, I'm not yet practised enough to apply them confidently - I don't want to be bullying an uncooperative game text into working the way I want. I'd much rather pick a system that's going to support it from the start - but one that suits two players well. I get the impression from the game text that AW works best with at least a couple of non-GM players to interact and get in each other's way.Side note: I guess it's worth mentioning that I also want something that supports a variety of different situations - I've seen a few games that choose quite specific scenarios that might / do work well with two players (e.g. Murderous Ghosts), but I want something that supports a broader and longer-running campaign.
Quote from: Moreno R. on February 14, 2012, 11:28:02 PMAnd I am not sure about one thing: do you need a game to play always with a single player, or a game that you can play even with a single player at a time of a bigger group? I mean, a game that is not really one-on-one but that can be played even if almost all the players are missing one evening.(for example a game where every PC is in a different adventure, like Trollbabe)
Quote from: Moreno R. on February 14, 2012, 11:28:02 PMThe problem of this approach is that with a question like that, you risk to be swamped with a lot of names of games, with everyone who will reply listing his/her favorites
Quote from: Blackrat on February 13, 2012, 07:03:53 PMDoes anyone have any experience of running Story Now games in a one-on-one setup that they wouldn't mind sharing? Did it work? Do you have any recommendations of systems and/or techniques that helped the story emerge more smoothly despite the limited player numbers?