I spent last week mostly playing and running games, in the company of some excellent people, and it was great! Most of them were of the prepless and/or GMless style that I've been increasingly interested in in recent years. I'll probably spew out some more thoughts here about the others shortly, but I wanted to pick up on When the Dark is Gone
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If a game is too GM-led, it can get frustrating as players feel they can't influence things, but are mere puppets. This is extremely frustrating and tends to lead me to a certian amount of rebellion or outright leaving, not a good sign.
On the other hand, if it's too far the other way, I tend to stand around wondering what to do. Games that are entirely player-led seem to be all player vs player, which I don't really enjoy, and I end up deciding it'd really be best for my character if I just left entirely... Personally, I find this GMless style of game too far down this route. I don't know what to do, and hate feeling I'm being pressured to be spontaneously creative about the world, and anyway I really wanted something to happen that I could react to and explore. But then, I really enjoy exploring worlds, pushing buttons, and figuring out what the heck is going on. I tried play by LJ type online RPGing, and got similarly bored and frustrated when the only plots were those we all made up.
I suppose it's a question of personal preference over where the balance point should be. My feeling is that these sorts of games would be for me more of a pre-game tool to generate ideas to help me write the real game later :)
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But that doesn't mean it wouldn't work of course, it just turns it into a slightly different kind of game - maybe a better one, for some players.
(In my session I don't think the players did feel bogged down - I was meaning that, when a GM might think they're bogged down, they aren't actually, they're just feeling their way towards the next piece of expression. There were a few occasions where I thought "normally I would say something here to move things on", but bit my tongue, and it turned out the player was just pausing for thought and was about to say some more interesting stuff which I would have cut off had I acted on GM impulse.)
[Moved this reply to here as it seemed to make more sense that way.]
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One nice pressure-relieving thing about the narrative during the game is that it can naturally be quite tentative, because the characters' memories are explicitly patchy. So in general players pass short snippets around the group rather than any one person having to do an extended spree of creation. If you (as a player) would like there to be an enemy figure but can't at the moment think of a good one to invent, you can just say "and then we were kidnapped by that horrible person… what were they called? - you know, the one who starved us…" and then one of the other players who's feeling a bit more inspired can pick that up with "Ah, you mean Amulos the Undefiled, the brass-bearded warmonger - yes, he was a real beast. Was it him who made you cut all your hair off?" (etc) So that can sometimes function in the same sort of way as a "help!" card would. But yes, in general I think cards like that would be fine - their presence might give players confidence even if they never ended up getting used.
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Your example of passing things along if stuck sounds good to me.
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Two for the player currently speaking: one for 'I'm stuck, please step in', another for 'This is a deliberate IC pause/wobble, please don't try to step in/only step in if it's intended as an IC derailment/re-direction'.
One (or even a box of them) for any of the other players to pick up & fiddle with, to indicate they'd like to take over, but are waiting for a suitable prompt/comment so that they don't interrupt the current speaker.
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WTDIG is a psychodrama, like De Profundis. The GM doesn't have a creative role, they have a facilitation role. Also the players are not adversarial by default, although I don't see a problem in PCs taking sides against each other in the ensuing discussion. They're unable to make the other side "lose" in doing so.
I wrote about my experiences here... although it's rather long and rambly.
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I think that should be a standard part of the preamble for these games, along with the conversation about what material shouldn't be included and 'no physicalling' etc. I guess in the game I ran it was implicit, but it would be better to make it explicit.
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Collaborative storytelling games will always have an element of asking a player to improvise and contribute on demand. On the other hand everyone is a contributor--the other players are your support mechanism, not your judges. So in the nicest possible way I'd just say you need to get over your anxiety and have fun. The only way you're going to "spoil the game" is if you worry about it and in doing so cause the other players to worry (OOC) about you and break immersion.
Besides, the facilitator in WTDIG is the one who ensures that people get a turn speaking and should also be there to support you if you don't feel able to contribute right there and then.
Probably best you play with players you're comfortable around though--as others have said, I would think twice before playing it with a bunch of strangers.
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