RPG Metaplots and group dynamics (Was Re: [UA] Kult)

Nick Wedig mrteapot at disinfo.net
Thu Apr 27 13:22:49 PDT 2000


>  Running (and playing in) a non-combat based game requires more creative
>effort from both players and GM, but IMO is worth it.

In many games, I would agree that simply saying "I'll swing my sword at him" requires less creative thinking on  the player's part, but I think a good player can make combat very creative and non-combat very uncreative.  Feng Shui would be the best game I've seen at making players do creative things in combat (what with low or no penalties for stunts and other bits) where you don't just say "I punch the guy" but "I grab the guy by the neck, stick his head in the doorway and slam the door three times." 

On the other hand, a player could just "I'll roll my inteligence to figure this problem out" and take all the creativity out of noncombat situations.  

Mr. Teapot
not the droid you're looking for

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