Also, can you tell us more about what you had in mind in your comment:
Jocelyn Robitaille wrote:
I have good reasons to believe that the game will work well for us, but I won't say why to make sure it doesn't skew the process. Let's talk about this later on.
Had you in mind some difference or approach between our groups that help or hinder the enjoyment of how the game is played?
(Translation mine, for the benefit of our english readers. To put a bit of context to the quote, Gwion had named that he was dissatisfied with his experience with Remember Tomorrow
, to which I enigmatically replied that I had reasons to believe things would go better for our group.)
That's easy. Two reasons. (And if it sparks a debate, let's take it somewhere else, shall we?)
I had trouble grasping how the scenes would be fleshed out the first time around when I read Remember Tomorrow
. The I read it again then I realized that most of the fleshing out happened because on your turn as controller, you acted as the GM, in the most traditional sense of the world.
The other thing is that Remember Tomorrow
is a toolbox. It will not take you by the hand and tell you how to tell a story together. The main conceit of the game is that you're all there to tell a cool cyberpunk story together, and the game is the tool to do it with. It will not make you roleplay, it will not make you flesh things out. You do those things on your own, and then use the system to resolve things. In that sense, it is very
close to a traditional RPG, even though it's GMless.
To me, this a pretty sound hypothesis of why it did not sing when you guys played it. I keep thinking back on when you guys were playing Unknown Armies with us, and how you kept saying that you wished the system would do more to help you do this and that, or develop your character, or roleplay this or that element.
You guys like games where the system intervenes as lot. This is not what Remember Tomorrow
is. In that sense, I'm not surprised that you guys weren't super satisfied with the system. And when you're not satisfied with a game, it's hard to keep being creative. (You should've seen our Primetime Adventure game crumble once we put it on the table that the system was giving us a hard time - it was not pretty.)
Likewise, you guys are actually a lot more accustomed to story games than we are. With some games, it's a good thing because you probably grasp their internal logic much more easily, because the trad. game is not super strongly engrained in you guys. But for Remember Tomorrow
, it seems to me that you have a significant advantage if you have trad. reflexes engrained in your gaming style, because it's easier to fall back into GM-mode even though it's a story game, and the game needs
you to be in GM-mode in order to produce a good story. In that sense, we sort of had an edge from the get-go, in terms of making this game work.