On Thu, Feb 4, 2010 at 1:53 PM, Sebastian Hickey <[email protected]> wrote:
> > Any ideas which system would work best? The advantage of using an indie > game > means no one has to write a scenario for it (as most indie games these days > are light on prep), the disadvantage of an indie game is that most players > would have to learn it new. > There's a few indie games or storygames that already have a mechanic like that could work. I'm thinking of fanmail in Primetime Adventures, or gift dice in The Shadow of Yesterday - http://tsoy.crngames.com/The_Gift_of_Dice. The clarity some of these designs have would make the experience fair. So I wouldn't use a game where the GM is free to throw any obstacle at the players - I'd want one where no-one at the table could (or would need to) fudge, but where _everyone_ at the table could buy an extra dice for charity. GM included. Or I'd use a GMless game like Contenders, Universalis or Hell for Leather. Joe. [Non-text portions of this message have been removed]
