2013-10-02 : The GM: Holding the Object for the Group
Here's another quick one. Again, questions welcome.
It's pretty common for an rpg to (a) have no winners or losers, and (b) have all the players on the same side. The object of Apocalypse World, for instance, is to find out what these characters will make of their world. Nobody's opposed to this, and the only reason you might not accomplish it is if the game gets cut short or something. It's like Telephone or Eat Poop You Cat.
This arrangement allows the GM to hold the object of the game for the group. An individual player can just play her character, and one of the GM's jobs (listed, in Apocalypse World's case, right there in the GM's agenda) is to keep the game going in pursuit of its object.
You know the game Red November? It's pretty easy to imagine a version of Red November where one player is the captain, and is the only one who sees what's going wrong in the submarine, and is in charge of telling the other players where to go and what to do. Most rpgs* are kind of like that, for good and bad.
1. On 2013-10-02, Vincent said:
2. On 2013-10-02, Gordon said:
3. On 2013-10-02, Vincent said:
4. On 2013-10-02, Gordon said:
5. On 2013-10-02, Vincent said:
6. On 2013-10-03, Vincent said:
Nick go "Is that the object of Sunshine Boulevard?"*
*click in for more
7. On 2013-10-04, Gordon said:
8. On 2013-10-04, Gordon said:
9. On 2013-10-04, Josh W said:
10. On 2013-10-07, Dom said:
11. On 2013-10-07, Vincent said:
12. On 2013-10-07, Dom said:
13. On 2013-10-07, Vincent said:
AED go "In Dungeon World, it's explicit (though not loud) to the players"*
*click in for more
14. On 2013-10-07, Rickard said:
15. On 2013-10-07, Vincent said:
16. On 2013-10-07, Gordon said:
17. On 2013-10-08, Rickard said:
18. On 2013-10-10, Dom said:
19. On 2013-10-10, Gordon said: