The art of "The Story" was a real big part of the early days of the STGOD when we ran wild with ideas and narrations.
Of course as Rogue hints at, it had its downside. The Open story was great when everyone was nice and peaceful, and you had stories of diplomatic intrigue, and cloak and dagger espionage... But once "Open War" came about, you started to have the enviable routes of:
"I have THIS many Battleships!"
"Well I have THIS Manny Battleships!"
"Nuh Uh!"
"Uh Huh!!"
And so on....
I do agree that the space settings seemed to be where we had some of the more successful narratives, but I think an aspect of that is the heavy slant toward Sci Fi stuff in general on the bored.
Which goes back to the Rule set I had worked out...
About Four years ago I started having fond nostalgic thoughts of the "glory days" the STGOD stories, and tried to get a group of friends at work who all played DnD together interested in starting a game. Unfortunately the "open Story" system we used to use didn't exactly cut the mustard, as they were the types that revealed in Rules and charts and crunching numbers.
That spurred me towards my "Great CYOC" project of making, what I considered, to be probably the most structurected and comprehensive ruleset of an STGOD, and one that [In theory] could be applied to ANY setting.. From old time fantasy, to sci-fi space settings.
Of course at the end of the "The Story" is what the game is all about. I remember during some of the more structured settings we had, when it came to an attack or a battle, certain considerations where taken into effect by how well one side told their story vs the other
My Anime theme "Kushawni Alliance" I remember made good use of this, as I regularly invoked certain anime and Giant robot tropes in the face of often Superior numbers of enemy warships.
Jub wrote: 2020-09-23 07:27pm
I don't know if we have the board population to pull this off, but if we do get this thing off the ground I'll be down to at least world build out a nation/empire/whatever but my track record at staying active in these games is pretty poor.
Something I have thought about over the years, when it comes to "how many people do we need?"
The "Golden Age" of the game would often have dozens of people playing. it didn't matter if some dropped out, or went dormant for a few weeks, and then came back... There were plenty of others that kept things active.
These days, yes there are far fewer people around and active... But... Depending on just how we structure a game.. .How we frame it. Maybe that's not a bad thing? If we get a Core set of players that are active, quality over quantity as it were... We might actually end up with a better over all game and certainly more cohesive if we got, say.. Maybe Six to Eight people playing vs 20.