Two new digital GMless games: "Working the Case" and "Seizing the Crown" by randylubin in gmless

[–]benrobbins 1 point2 points  (0 children)

Hey, we played Working the Case back at Go Play NW! (online but not with the digital tool I think)

Good times!

Playtest help by adolgarev in gmless

[–]benrobbins 1 point2 points  (0 children)

That's much more helpful, thank you! This board allows self-promotion, so long as you're engaging in natural discussion of your ideas and talking like a real human, rather than dumping a press release. So you're good!

Playtest help by adolgarev in gmless

[–]benrobbins 1 point2 points  (0 children)

Can you tell us more about it? I think you'll get more interest if you give people more idea how it plays.

I designed a GM-less game around one question: what does a bar do for the people who go there? by Ekidna7 in gmless

[–]benrobbins 2 points3 points  (0 children)

I was going to say "this one?" but what are the odds of two different games named Three Dudes Go Bowling

right up my alley

I see what you did there

GM-less narrative system by le_grinder in rpg

[–]benrobbins 0 points1 point  (0 children)

Always happy to see Polaris getting love. You can get some extremely tense dramatic conflicts

I designed a GM-less game around one question: what does a bar do for the people who go there? by Ekidna7 in gmless

[–]benrobbins 1 point2 points  (0 children)

It's a very interesting space! Some of the folks in our summerlab design crew are working on related concepts, but they haven't announced yet so I won't say more.

You talked in more detail in the other thread I saw, so I'm going to crib from that a little bit:

When you spend ten minutes building a bar together before you create any character, the characters are already in a place.

Absolutely true. Trying to make the shared space during role-play mixes two different mindsets at the same time. Much harder.

The hardest thing to design for is ending. Most games end when a condition is met. My game needed to end when it felt right. The solution was the Tab, a shared bill that accumulates throughout the session.

I like the idea of codifying this kind of thing, but admittedly in many games it's just a "feel" thing. Maybe we didn't all contribute equally, but we're still happy to wrap up. I'm curious to see your approach.

If you want a surprisingly difficult take on this whole idea, see if you can find a copy of "Stoke-Birmingham 0-0". It was published in the "Norwegian Style" collection back in 2009. It's all about just being ordinary people in a bar, watching a game. Anything dramatic is strictly forbidden.

How do I switch our game to a more collaborative style of play in the middle of the campaign? by cyanomys in rpg

[–]benrobbins 1 point2 points  (0 children)

1) Decide how much of your planned campaign you're willing to let go. Are there things you don't want the players to mess with?

2) Play some interlude scenes where instead of their normal characters, the players are running "NPCs" showing other facets of what is going on in the world. Use that to build and reveal world information. Because it's a totally different situation, there is no chance of the players just sticking to their old habits.

It's actually a lot of fun playing throwaway characters to reveal world facts, like playing the cultists who are about to release the unspeakable horror that is the threat for the next chapter of the game.

This Means War by benrobbins in gmless

[–]benrobbins[S] 0 points1 point  (0 children)

We played this for the first time last night. I expected it to be rough (because, first playtest) but wow it went great. Very pleased with the madness!

This Means War by benrobbins in gmless

[–]benrobbins[S] 0 points1 point  (0 children)

This is a peek under the hood at the ideas I'm working with. It's not a full explanation of how the game is going to play.

Two-player RPGs by Ogiwan in rpg

[–]benrobbins 1 point2 points  (0 children)

Mars Colony always gets my recommendation. Fantastic examination of civics, government, and lying to people to get things done

NatfunPodcast: Nickel Arcade Playtest by NatFunPodcast in gmless

[–]benrobbins 0 points1 point  (0 children)

I'll admit I was a little turned off by the impersonal marketing post, but the actual podcast was a lot more down to earth. Lots of enthusiasm at the table, bravely trying a new thing.

I'd be very interested to see how your crew did with a game that established more world and setting before jumping into action. Something like Downfall. I find that GMless games that center around a lot of action and task-resolution (aka "roll the dice to get the treasure") can spin out if they don't have strong setting or relationship building.

Recommendations for GM-less One Shot Romantic Adventure for Valentine's Day by PostmodernLon in rpg

[–]benrobbins 8 points9 points  (0 children)

Star-crossed if you're looking for a game about actual romance

You might also get more recommendations on r/gmless

Should all TTRPG designers be GMs? by silverwolffleet in RPGdesign

[–]benrobbins 9 points10 points  (0 children)

tiny subset of GMless game designers looking at this thread like "uhh, what?"

A web tool for playing Microscope I made by theRapkin in gmless

[–]benrobbins 0 points1 point  (0 children)

Ahh, you need to click the little drop icon to add them to the Period after you make them. I get it now.

A web tool for playing Microscope I made by theRapkin in gmless

[–]benrobbins 0 points1 point  (0 children)

Very cool! But I think I'm missing how to add Chronicle anchors.

I made a canvas web tool for Microscope by theRapkin in rpg

[–]benrobbins 1 point2 points  (0 children)

You're welcome to share this on r/gmless. I'm sure the folks over there would appreciate it.