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Base Mechanics of GMless Games

Started by HinterWelt, March 13, 2009, 01:50:45 AM

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HinterWelt

Specifically:
I have no idea. I do not think I could name one. I wrote one in the nineties but it turned into more of a board game. So, suggestions needed.

What I am looking for is a simple sum up. So, for example, my very not GMless game Iridium would be summed thus:

Uses d20 for combat, plus bonuses for specialization in weapons, pluses for stats. You roll over target based on opponent's ability to dodge.

Skills are percentile on a decreasing returns modified by stats.

Many dice types used for weapon damages, weapons have multiple attacks.

Loose use of classes and levels.

Uses hit locations.

Help create a list here. I have nothing to go on.

Also, if more detail is needed feel free to expand on that point as well.

Thanks,
Bill
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Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

droog

A Thousand and One Nights

Players create chrs. All chrs are people at the court of the Sultan.

The first player begins telling a story in character. As he introduces characters, he assigns them to other players.

The first player now effectively GMs for the other chrs. The story is likely to go in unexpected directions.

When players are interested in how an aspect of the story turns out, they put a die forward. Any sort of die with even sides may be used.

At the conclusion of the story, the dice are rolled to see whether it was received by the Sultan. Ultimately your chr will either stay where he is, escape from the court, or be beheaded.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

droog

#2
double post
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

jhkim

Quote from: droog;289275A Thousand and One Nights

Players create chrs. All chrs are people at the court of the Sultan.

The first player begins telling a story in character. As he introduces characters, he assigns them to other players.

The first player now effectively GMs for the other chrs. The story is likely to go in unexpected directions.

When players are interested in how an aspect of the story turns out, they put a die forward. Any sort of die with even sides may be used.

At the conclusion of the story, the dice are rolled to see whether it was received by the Sultan. Ultimately your chr will either stay where he is, escape from the court, or be beheaded.
That's correct, but it sounds confusing to me for someone who hasn't played.  This game is played in the style of A Thousand and One Arabian Nights.  i.e. A group of characters get together, and they tell stories that involve other characters.  

Each player has a PC that is a person within the court of the Sultan.  However, in addition each player takes turns at being GM for a short adventure, representing a story that is told by their PC.  The GMing player assigns characters to the other players.  There are no mechanics for what happens in the individual stories -- it is all up to the GMing player.  

However, there are rules for the frame characters -- i.e. the PCs in the court of the Sultan.  You want to build up dice during the stories, and after each story you split the dice you earned among (1) Safety, (2) Ambition, and (3) Freedom.  You gain dice by asking questions of the GMing player during the story.  When you ask a question, you take out a die (of any type) and set it in front of you.  As soon as that question is answered in the story, you roll the die.  Evens are successes -- i.e. the die goes into your pool.  Odds go into the GMing player's pool.  

Thus, you're motivated to ask questions, and the GM is motivated to answer them.  That's your avenue of control over the story: asking leading questions of the GM.

HinterWelt

I am obliged to state that I would accept rotating GMs as well. Perhaps it should have been "No fixed GM" rather than "GMless".

Thanks guys.
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

droog

Bacchanal

Uses a very specific array of dice (characteristic of Paul Czege):

a purple d8, representing the god Bacchus
a black d8, representing the god Pluto
a red d8, representing the Accuser
three gold d8’s, representing Soldiers
a metallic silver d6, representing the goddess Minerva
a white d6, representing the Companion
thirty six reddish-purple d6’s, representing Wine
a pearlescent white d4, representing the goddess Venus
and three ruddy brown d8’s, representing Satyrs

All players create chrs that have an accusation against them and a companion from whom they are currently separated. The setting is the Bacchanalia in Puteoli, a Roman town.

The non-wine dice are divided between players by each player in turn giving a die to another until each player has two non-wine dice in his glass or cup. All players get six wine dice. The rest of the dice go on a tray in the middle.

Play proceeds by rolling all dice in your cup and consulting the book. You are given a direction for the story to go, a scene change, or other result. Certain rolls either add or remove dice from your glass. If the dice are not on the tray, you claim them from another player's glass.

At some point your chr will either escape from the bacchanal or get arrested. This is affected by the number and type of dice in your glass. Thus you can affect your chr's chances by your selection of dice, and affect other people's chrs too.


You can find the free edition here: PDF. It's pretty much identical to the pay version.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

RandallS

Quote from: droog;289432You can find the free edition here: PDF. It's pretty much identical to the pay version.

Link does not work.
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

HinterWelt

Quote from: RandallS;289493Link does not work.

Odd, it was working before...
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Aos

My wife and I play a GMless game called Nerd and Naughty Librarian.
You are posting in a troll thread.

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droog

Quote from: HinterWelt;289507Odd, it was working before...

It's still working for me.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

Lawbag

Has anyone used the Mythic set of GM-less rules?
I know RUNE had rules for playing without a GM too.
"See you on the Other Side"
 
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The Yann Waters

Quote from: HinterWelt;289318I am obliged to state that I would accept rotating GMs as well. Perhaps it should have been "No fixed GM" rather than "GMless".
Well, Polaris by Ben Lehman distributes the usual duties of the GM among the entire group. While each player guides a single protagonist much like a traditional PC and acts as the "Heart" for that character in the game's terminology, whoever is sitting opposite on the other side of the table acts as the "Mistaken" in control of all the enemies of that character as well as the environment in general. The player on the left side becomes the "New Moon" in charge of introducing personal relationships and female NPCs, and the player on the right side takes on the responsibilities of the "Full Moon" with power over official relationships and male NPCs. In other words, everyone in the group plays the Mistaken for someone else, and the Full Moon for another, and the New Moon for yet another.

(Yes, it's clearly intended for four players, although the book does include modified rules for less or more than that.)

The Moons also act as referees during conflicts between the Heart and the Mistaken, which are negotiated through an exchange of formal key phrases such as "you ask far too much" or "and that was how it happened." (These are deliberately ritualized to enhance the atmosphere, to the extent that each game begins with the phrase "long ago the people were dying at the end of the world" and ends with "but that all happened long ago, and now there are none who remember it.") Only if neither the Heart nor the Mistaken are willing to give in to the demands of each other during that negotiation do the dice then hit the table.
Previously known by the name of "GrimGent".

Nihilistic Mind

Quote from: Aos;289520My wife and I play a GMless game called Nerd and Naughty Librarian.

I've heard of that one, I think...
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
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Star Wars with homemade ruleset (Roll&Keep type system).

The Yann Waters

Quote from: Nihilistic Mind;289746I've heard of that one, I think...

"'All right... What I want you to do is take off your glasses, shake out your hair, and say 'Mr. Booth, do you know what the penalty is for an overdue book?''
'Why?'
'Never mind.'"


--Bones
Previously known by the name of "GrimGent".

Claudius

Quote from: Aos;289520My wife and I play a GMless game called Nerd and Naughty Librarian.
:pics::emot_haw:
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And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!