thread: 2010-06-14 : A Bit of Hardcore
On 2010-06-19, Rafael wrote:
I need to try out a game now; the question is which?
Can someone recommend a system with the following qualities, as gleaned from the discussion thus far?
1. Dice are used (only) to resolve dramatically meaningful conflicts with narrative consequences, yet a roll will never "break" the story.
2. Shifts some of the burden of creating a meaningful play experience from the GM to the system.
3. Does not involve players directly manipulating anything other than their own characters (e.g. you can say "I try to circle around so the sun is in his eyes", but not "suddenly, the clouds open and the sun shines right into his eyes").
4. Allows player decisions to affect the narrative signficantly (in My Life with Master, the result of a minion's encounter with his Connection is rolled; it seems incredibly disempowering that no amount of heartrending roleplaying is going to make the little flower girl love you if the dice say otherwise—this really feels like "looking at the scenery", as buzz puts it, or improv theater, rather than roleplaying as I know and love it).
5. Allows for a variety of stories to be told (MLwM restricts theme and narrative structure such that I can't imagine playing it more than once every couple of years).