Monday, December 16, 2013
GM-Less Game Part 2
I propose that our next game, we play a GM-less "autopilot" session. Let me pitch it thusly:
I'll create a map/terrain of our base Our guards report seeing something sketchy At a randomly determined time, our base is attacked Assuming we drive off the attack successfully, we may track the attackers back to their lair A small dungeon lair of the attackers is then assaulted
What is attacking? Why are they attacking? When are they attacking? Where is their lair, and what does it look like? Is it above ground? Below ground? Half and half? How many of them are there? If there are a lot of them and they are powerful, are there factions?
I'll examples of random factors and ask for submissions. I'll draw cards during play and be the "proxy GM", playing Pontifex Amicus as a quiet NPC while arranging what the attackers do. I'll also see that we all share in what the "bad guys" do by assigning each of us a unit of baddies to control. Imagine that instead of Dave controlling Ogres, Orcs, Pigdogs, etc, that we roll for our PCs AND roll for the baddies we control.
Dave - Do we have any description of what our base looks like? Is it a manor like a building, or is it a palisade? How should we introduce the "masked adventurer"? Perhaps he carries with him an important piece of information that endears him to the group (and actually reads it off the randomly picked card)?