@surreality said in Meta vs PrP vs Planning vs Impromptu:
If you're creating the system from scratch, minimizing the instances of 'the results are up to the ST' judgment calls ...
This is what I was looking for as far as what benefit of GM’ing or plotting for a LARP might have to the medium. Thanks @surreality.
This can be done with a simple system ... folks can hate on it, but FS3 could get plugged here, a few attributes, a few action skills, unlimited background skills, simple resolution, faster for combat, easy difficulty system, simple results. RNG and mechanics buffs can argue either way, but I'm less interested in probability, just offering the plug.
But I agree, direct port of TT systems to MU suffers from this. including Pendragon, but I still enjoy Chaosium d20 and the passion/trait system for helping shape RP. This is not only for those instances of ‘up to the GM’ but also rules lawyers are more abound in established systems and with good cause when rules can contradict in instances in most systems and splatbooks change mechanics (once included, literally staff need to decide which instance of mechanics suits the greater good of the game, the core rulebook or the splatbook).
An issue relevant to plot in this could be addressed here. That is having enough info up front to help players run plot, helping with the player freedom side of the totality of meta and PrP.
One approach is levels of mu* ‘player’ (@ powers) and access to boards and chans. If I throw out plot as a staffer, I immediately try to put up something on the staff board with info, so any other staff can handle this should a player ask when I'm not on-line. This still leads to moments of plot happening when driven by players and staff intervention still being needed on a mu*. A player could be out running some plot, police are involved. Nothing world damaging, all fine under do what thou wilt PrP stuff (short of world damaging); not needed staff approval and hoops to be jumped through. But maybe something weird comes up. The police are called to get the supernatural cultist because one PC is law bound and wants justice, and at the cultist house there is blood all over the basement, the occultist pins it on the players when police arrive. One player +requests for staff to determine what police do instead of leaving it up to the player ST, or even the ST player isn't sure how this particular authority would handle the reverse accusation.
Mu*s come built in with a quick handle, @powers. It was used extensively back in the 90s, I’ve seen places using it, but more limited. There were flags added even to help access to bboards, this is done more with attributes now. Having various behind the scene theme info available to those willing to run things could help, but this goes back to hoops and no one wanting to jump through them.
I am curious of other solutions to this concerning plot, and breaking the necessity for what/when/where folks feel the need for staff intervention. I do know good STs roll with it, let outcomes and staff deal with it after the fact (the above situation, they'd probably research through google how this is handled and play by ear). There is nothing wrong with this, most willing to do that are comfortable enough with theme to know the boundary of when staff may have say. I’m curious how to make theme feel open enough to other players to feel free to run plots as they like, or to make it so others feel they can approach staff to ask if they want. I’m always approachable as staff, but I realize some bad staff have probably ruined this for some players by always saying no, or by responding negatively to creative ideas as offered.