Oh man, long post is long. And I thought I was replying succinctly...
one could tread lightly into
Mary territory with the wrong players.
I hadn't seen that implementation before but I recognise the product in play. I can think of a player or two at Uni who'd end up playing that sort of character...
In which case your abilities where pretty much a mixture of the species characteristics, your rank, and position in Starfleet (on a ship). Purely taking inspiration from the TV show to allow for boundaries.
I think that's one of the advantages of a setting that is well known to all the players. It's been a few years now, but I used to semi-frequent AmberCon NW and the advantages of everyone knowing the base material inside out was that we could play around it, with allusions to it, or just make two quick statements about constraints we placed upon it and everyone mostly just got it.
It's in the environment of homegrown setting, based on many different inspiring sources, where I find players (even experienced players) can stare at me blankly without a bit more guidance. Thing is, at heart I'm a world designer so a big part of the kick of gaming is the building of the world, for me.
As to "Mother May I", I don't disagree that a parallel can be drawn at some level however, due to the malleable nature it is able to shift focus or eliminate that aspect if that's what the group wants to do.
I think I'm about to agree in different words...
Isn't this all about permission to play? If so, isn't defining permissive boundaries what game contract is supposed to help with?
I certainly see the parallel and I'm sure I've run my fair share of Mother May I games. I can think of a friend or two who still do. They seem to be the games where the needs of the game story outweigh the needs/interests of the players (or, perhaps, their characters). Either that or the sandbox games where the handles are not obvious to the player. In the first case, players need to check with the referee that they're not breaking the game. In the latter case, players need to check with the referee that a particular thing is even available/possible within the context of the sandbox.
I like sandbox games, personally, because I'm the type to take permission to do something (albeit carefully) and thus start to poke at the environment in many different ways 'til I have it's form and substance and then am happy to manipulate it in ways that please me or that I think will amuse other players. However, I find that when I run such games
in a homegrown setting they tend to fall flat on their face without adequate contract and information support to the players. I seem to be unusual in my stance of "take permission" while also balancing that with perceived needs of other participants.
Conversely, the railroad annoys me when it's not declared upfront. I have played in a very successful one-off at AmberCon NW where we were asked to give up a little of our usual role-playing latitude to aid in a very swashbuckling rollercoaster ride. Was good fun but I'm not sure I'd run or play anything longer than a one-off that way. I guess in this case I ceded permission to the wider range of activities that I'd consider.
So I now sit in a middle ground where I use specific and explicit contract to support the notion that players have permission to do many different things, including all important "ask questions whenever they want". I'm a long way from the immersion gaming that I once idolised, where personal, emotive experience (on the part of all players) was paramount.
To each their own taste, we could broaden this into a discussion about 'when to roll' (so to speak) but I think we're on the same wavelength. This, I feel, falls onto my point of how difference groups utilise systems (or lack thereof) in different ways.
If one describes how their going to achieve a task rather than blindly trying (one could say relying on the roll), then a bonus is to be added
I think that reveals a bit about how you're using your systems and the different approach I currently use.
In a game with situation resolution, the only way to achieve a goal is to describe the how and why of enacting some plan to achieve it. This can be quite simple or short term ("I lay down fire on the other side of the room, but I'm really just trying to keep their heads down while I escape out the side door") to much more complex, though I'd often break down a more complex sequence into a few, simpler stages.
The draw/roll made on that then helps determine whether that approach is going to succeed, with disasterous results potentially denying easier alternatives and huge success perhaps supporting near-future benefits to related situations.
I guess, viewed another way, this is consequence gaming. "If you do this, then that or the other might happen. Oh man, it's the other... well, what's your new plan?"
The term 'system' is very, very broad (coming from an engineer here) so shall we agree that the word is used to define a written ruleset as opposed to a utilitarian 'contract'?
I'm happy enough with that, without fighting over the words too much.
On long gaps between gaming sessions:
That an interesting dynamic, and not one that I think would suit me well.
I sympathise, though it's been a product of circumstance for me for the longest while. At Uni, I was playing/running 5 games a week, with weekend slots allowing for longer sessions. Crazy stuff. Since then, time and group fragmentation have made that difficult. Some friends still game once or twice a week but I find that my interest in sitting on the player side of the table has dwindled hugely (partly due to me being one of the few who actually talks game contract) and for my own purposes having larger gaps between sessions allows me the preparation time I desire to keep a coherent game.
I write a lot of supporting material that summarises sessions (often in the form of in-world reports or articles) and my players are kind enough to write themselves notes that help them pick up between sessions. All helps, but it does take a half hour at the beginning of each session to spin back up. We just plan that in; after all, we've got around 8 to 10 hours of play time we can use.
has either of you looked at the GenCon 2008 GM-Fu seminar, or Robin's Laws of Good Game Mastering?
Not yet. I'll see if I can get my brain into a place to have a look over the next few days.
1) Where do you find yourself? Do you like being a character? Do you like being a GM? If so, what style do you like to employ, or how would you describe oneself in relation?
Already touched on above, but I'm almost entirely in the designer/referee space at the moment, and that's persisted for the past 5 or 6 years. I think that, partly, this is because I refuse to play games without explicit contract and many of the other referees I know don't appear to be interested in having that discussion or some of the staples I wish to include.
That said, I've always been on that end of the spectrum, even when I was playing much more. Picked up D&D (original boxed edition) when I was 8, didn't understand any of it, so started making up dungeon crawl adventures for me and my friends without any mechanism or character sheets or anything aside from "I say, you say". I think it took me 'til I was 10 or 11 before I really tried to go through the books again and then the dice and character sheets and so on all made much more sense.
I'd say I'm happiest in homegrown or heavily modified settings, either one-off or campaign, as referee.
2) We've touched on this idea of online 'tabletop' gaming, but how have you tried? Is there any you prefer?
I've MUSHed but never done PBEM or other tabletop alternatives. I guess that because my tendency is for a discursive, double layer (player-player and character-character) game that I like the fluidity of face-to-face play and as I play less frequently I can make special effort to travel to the game (or have people travel to me) so I don't worry about needing to fill in the blanks with remote play.