Re: So much freeform!
I’m a latecomer to this party, but having read through the last 3 pages of posts with interest, it strikes me that System Players and Storytellers see themselves as very different. Personally, like drewalt, I see it as a spectrum, and apart from the extreme ends, it is a spectrum that most of us can play with if we want to.
However, the different styles of play require a different mindset, and this is where a lot of people who want to dip their toe in the ‘other' water make a mistake. Before you start playing the other type of game, you need to do what the OP is doing and find out what makes it tick.
Gladiusdei, you asked what happens if you generate a character that requires a story to move in a particular direction. This illustrates the point.
It wouldn’t happen, because in a freeform game you don’t create your character to take a story in a particular direction, you create a character that will fit in with the story you have collectively agreed to weave, and furthermore, a character that is sufficiently flexible to still have a part to play even if the game goes in another direction.
The initial concept of ‘I have this character and I want this outcome’ has no part in a freeform game - a freeform game is about ‘let’s start with this multi-character situation and see what happens while we help one another to develop our characters’.
Don’t take a bat to a football game and expect to have fun.
Lord Johnny, you asked how issues between players are resolved, and what is the appeal of freeform.
Such issues occur rarely between experienced freeform players, because they are not self-centred (I’m using this term literally, not in a derogatory sense). Instead, they are game-centered. Each person in a freeform game is like a ‘good GM’. In a way, they are all co-GMs. They are there to help everyone else have a good time, not to beat up the other players and have their pet character win an ego contest.
The problems, when they occur, are often due to inexperienced players who don’t yet know how to behave in a freeform game. Some of them can be educated in the ways of collaborative gaming, others cannot or will not learn and end up being booted out.
When experienced freeformers have a difference of opinion, they discuss the situation and its potential consequences, IC or OOC depending on the situation, and they agree on an outcome. If there is some point on which they cannot agree, the GM will make the decision.
And if you don’t trust the GM to make a fair decision, why are you playing in her game?
A major appeal of freeform gaming is to get away from the competitive banana measuring, and concentrate on role playing how your character’s thoughts, feelings, aims and ambitions are influenced over time. It can be a more immersive medium.
A dice-based strategy game, for example, would focus on collecting gold, buying armies and pitting them against your foes to win territory. A freeform strategy game would focus on negotiating with your neighbour to form an alliance that will outnumber your foe, and agreeing with him how the territory will be divided when you have won. Both are equally valid kingly or queenly skills, but each game type has a different focus. Each has its own payoff. Neither is exclusive - combat is not exclusive to dice games and interaction is not exclusive to freeform, but it’s a matter of emphasis. Trying to enumerate a romance is a pretty hopeless task. If you want to woo, go freeform. Likewise, trying to negotiate combat is pretty hopeless. If you want to kick butt (can we say butt?) go dice system.
Fireflights and Alex Vrairu, mention their dislike of random chance, but chance is a fact of life. Sometimes there are things that you have no control over. Winning a fight isn’t always about being the most experienced or thoughtful combatant, sometimes its simply about accidentally tripping over that rock. Trying to run a game that ignores chance, or that makes every well-planned undertaking successful, removes an important aspect of reality and makes suspension of disbelief just that little bit harder.
Personally, I prefer a semi-freeform or rules-lite game, where the PCs have a few broad numbers attached to them to ensure everyone is on the same page, since competition and combat is a valid factor in life and numbers better resolve competitive action, but I like to explore the develop the personalities of PCs too, in collaborative action, and too many numbers can tend to obstruct this.
I also find as I get older that I have less patience with massive rule books and charts full of numbers - especially in PbP. I want to spend my precious game time in my character’s head, not in the pages of my rule book.
Incidentally, IMO, no GM is neutral. It’s not a GM’s job to be neutral, it’s a GM’s job to provide a good story. If a GM has to choose an outcome, s/he will choose the outcome that is best for the game and provides the most interesting consequences. Sometimes this will work in your favour, sometimes it won’t. By the law of averages, this will often work out neutral in the long term, but fairness is not the same as neutrality.
And finally... a piece of advice to players everywhere, freeform or dice - don’t try to intimidate the GM’s character. It’s not going to end well! LOL.