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Games I Would Like to Run:

A dimension-hopping D&D game, possibly in which all the characters are servitors and other spirits of the dead (giving them the neat advantage of being Outsiders and therefore unkillable under normal circumstances). Characters may be working their way up the Angelic hierarchy, trying to contact the world of the living, or have their own strange missions.

A game where everyone plays wizard's familiars. This will probably require designing a rule system for non-anthropomorphic, magic-wielding animals.

A Tick-style super hero game--though I'd much rather play in one!

A modern dream-exploration game where the characters real lives and sleeping worlds were equally important

Bored, bored, bored...

Comments

( 10 comments — Leave a comment )
jenna_thorn
Sep. 20th, 2006 05:12 pm (UTC)
A game where everyone plays wizard's familiars. This will probably require designing a rule system for non-anthropomorphic, magic-wielding animals.

I think designing the rule system would be as much fun as the actual game. What spheres of magic would each animal form control? and then we get to the innately magical creatures, the dragonets and basilisks and kitsune and oo, the old Panther with his fragrant breath drawing its prey and ...this could be an enormous time-suck, I fear.

Heh, do non-human wizards get familiars, too? Frex, an electric eel for a mermaid. 8-) I rather like that idea.
jim_hague
Sep. 20th, 2006 05:42 pm (UTC)
Already beaten to it, Jacob - do some searching, you'll find the d20 adventure out there where the pregenerated PCs are wizards' familiars. Alternately, there's Cat: The Game of Little Heroes, where the PCs are...well...cats.
(Anonymous)
Sep. 21st, 2006 03:19 am (UTC)
Yeah, I've seen that one--the idea's not original, but something more open-ended might be a boon. Flip side, there's no shortages of (insert genre here), eh? So "do it but do it better" is a good thing.
godzuki
Sep. 20th, 2006 06:09 pm (UTC)

Designing games with other players during play is the way to go! hehe! Theres lots of indie systems which would work with those ideas. Primtime Adventures i hear good things about..but...actually...Being a wizards familiar is just PERFECT for my life with master hahah! omg...nice.

My Life with Gandalf...hahaha Id run that!

I have my reservations about whether these games always work in all situations, the shared stuff is hard to make gel if the players dont buy in and dont always satisfy your own vision, but damn it can be really fun and when it does work its astounding.

aprivatefox
Sep. 20th, 2006 07:50 pm (UTC)
I'm going to play devil's advocate for the "tradtional" genre of GM-defined games. I appreciate the new movement toward cooperatively-designed, leaderless games, but there's an element that can be present in games with a good GM that's lost when doing that - as you said, it's vision.

Each of these games feels like it could be a great game to play with a group of players who know what they're getting into and have signed up for it. The nice thing about a single GM who can create and dictate rules is the same thing that's nice about sole-authorship (or even small-group authorship) of books and films - the idea that there's a vision underlying everything. Of course, vision can become a straitjacket that keeps the game from going someplace fun - but in my experience, it's more often something that keeps the game surprising and fresh, giving the players things they're unaware of to discover. (For example, if I were running the dreaming game (which I've actually considered running in the past, and have half-plotted as a LARP), I'd make a large element of the game be figuring out why the world acts as it does - dreams have an internal consistency that's different than real life, and I'd write mechanics that the players don't see but can learn that reflect the alien nature of dreams). You can't play with themes of discovery in such a clear manner when the players are co-creating.

Of course, I like the collaborative games, too - but all these games seem to me like they'd benefit from a clear vision. I'd play in them! =)

spottylogic
Sep. 21st, 2006 03:23 am (UTC)
I'm not a fan of high levels of collaboration--some input is good, but too much muddles a clear story and creates aimless campaigns...sometimes. They're good for short-duration stories, tho--particularly in LARPs, where they give the game master a chance to be more participatory.
spottylogic
Sep. 21st, 2006 03:21 am (UTC)
It's a little frustrating when the rules shift mid-game, but it can be rewarding to have a best-fit system, too :)
spotweld
Sep. 21st, 2006 01:19 am (UTC)
This will probably require designing a rule system for non-anthropomorphic, magic-wielding animals.

Hmm. adapt Bunnies and Burrows maybe?

A Tick-style super hero game

Toon?
spottylogic
Sep. 21st, 2006 03:24 am (UTC)
I've thought of that--but Toon's almost too whimsical for supers! I think you need some crunchy rules to hang your hat on--oi, I haven't "tooned" for years!
paka
Sep. 21st, 2006 05:56 am (UTC)
I still think it would be really great to play a game where the characters are all technically very minor devils or demons. They'd have this initial run-in with a dying human paladin which would inform them that there's some place out there better than Hell. Then they'd go on this bigass planar roadtrip, avoiding angry Abyssal entities, wildcard adventurers, and smite-first-ask-questions-later Celestials.
( 10 comments — Leave a comment )