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http://www.curufea.com/games/baron Baron Munchausen. For collaborative storytelling. http://www.hogshead.demon.co.uk/newstyle/ns_pantheon.htm Pantheon. Only a sentence long but still with interesting ideas. http://www.pigames.net/store/default.php?cPath=62 The Story Engine. Another use of descriptors and traits. http://web.cecs.pdx.edu/~trent/frp/fudge.toc.html Fudge. For character creation and simple system mechanics. http://www.google.com.au/search?q=%22backstage+press%22+theatrix&btnG=Search&meta= Theatrix. For improv and interactive plot collaborations and involving the player with the back of the stage. And the plot point mechanic. http://www.herogames.com Hero. For simulating the effects rather than the cause and making them fundamentals. http://calwestray.tripod.com/amber.htm Amber. For being diceless :) http://www.museoffire.com/Games/ Capes. An interesting competitive superhero game without a GM. The system centres around events and decisions. Only really works if players take up sides against each other though. http://www.septemberquestion.org/lumpley/dogs.html Dogs in the Vineyard. Has some interesting uses for dice. It's more structured/constrained than Capes, and has a GM. http://www.indie-rpgs.com/ramshead/ Universalis. That does much of this but is more from the outside looking down”.“
Narrative is a collaborative storytelling game that is very similar to a roleplaying game. Although there are heavy influences of theatre sports and improv.
NarrativeNarrator - The function of the Narrator is to define settings and situations. Only one player can be the Narrator at a time. If playing an ongoing campaign set in one player's setting, then they will be the Narrator most often.
NarrativeDescriptors - A descriptor is a way to generically define skills and attributes rather than spelling them out individually (ie a descriptor of Cop would include skills in driving, detective work, interrogation and the like).
NarrativePlots - Players can invest in plot changes for themselves and others. Plot Points“ are used.”
NarrativeTasks - Task resolution between a character's actions and the setting. Or between characters. A note on http://www.museoffire.com/Games/ Capes - I like the way they set up sides in a conflict, and the conflict can be anything in the game - from event outcomes to tasks to reactions of the crowd or random events. It is up to the players to determine what the conflict is and who is representing which side (ie if the player is controlling a supervillain, they will generally oppose the side that players controlling superheroes choose). There are some problems with this - firstly, you need sides. If there isn't at least two sides and at least one player for each side, the conflict doesn't get resolved. The other problem is that players commit at the time of the conflict determination - up until the conflict is resolved and returns are immediate. There are no partial commitments or long term commitments.
NarrativePricelist - A generic flowchart/formula for working out the prices of things.
http://www.darkshire.net/~jhkim/rpg/reviews/theatrix.html Theatrix review with some interesting conclusions http://www.amadan.org/Theatrix/Theatrix-summary.html Summary of Theatrix. http://en.wikipedia.org/wiki/Game_Theory Game Theory http://en.wikipedia.org/wiki/Narrativist GNS Theory
NarrativeMusings - for ideas on storytelling