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7

I would love to just say "yes", but actually it depends on the player and style of play. If you have a player who is good at coming up with details themselves, and you play the game in a very "ask questions" kind of way, and you're good at roleplaying NPCs as self-determined entities, then yes, you can have some awesome games. There are a couple caveats, ...


5

Both Mystic Empyrean and Capes fulfill these requirements to some degree. Its also worth noting that many rules-light games fit your needs and can be made GM-less simply by rotating who has narrative control. The D&D 4e DMG (or maybe it's DMG2) has suggestions on how to effectively turn it into a board game, for that matter. Mystic Empyrean There are ...


4

Microscope I'm going to suggest Microscope, because I've had a lot of success with it in the regards you've requested. Microscope is a game in which players determine individual "periods," "events," and "scenes." Periods are long spans of time, events are smaller, well, events within a period, and scenes are subsets of the event that are actually played ...


3

I used to roleplay with my brother, so I have some experience with the one on one. I'm talking about having a GM and a Storyteller. Some people think it's lame or boring, but it has a few advantages: As you are only two people, you only have two calendars, and you can meet more easily for a game. PC has all the attention. You can play everything you like: ...


1

There's nothing stopping you from rotating GMs between dungeons. This is what I would recommend. The GM role in Torchbearer explicitly involves information hidden from the players: the map of the dungeon, potential interactions in rooms, whether a given test will result in a condition or twist, the hidden qualities of previously unencountered monsters, ...



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