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]

Reply via email to