Directed

In this post you’ll find several separate ideas smashed together to make a unique (far as I know) add-on system, which transplants directorial narrativism based on informed choice and stated unknowns onto a system of your choice. Don’t worry, all these scary words will be explained. Ideally, it will provide players with a structured way to step out of their actor role and into director’s seat for a moment at a time, while also providing the GM with a structured way of soliciting player input. It steals liberally from games mentioned below, and others besides them. It is simple and untested. Use at your own risk, report back. I call it “Directed”, making resulting games Directed D&D, Directed Dark Heresy, or Directed Whathaveyou.

What is it about? Imagine. It is the start of a typical adventure. The party has arrived into a new town, located the local tavern, and found a mysterious hooded stranger there, about to dispense a quest. If your players are anything like mine, they get ready to interrogate the stranger, and pick up dice to roll Sense Motive or its equivalent. Then the GM raises her hand and announces: “The stranger will, in fact, betray you; but trust him anyway, it’ll be fun!” …What? Lets back up, all the way to theory. Or, if you’re impatient, skip to the rules.

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