Re: Which system would be best for a story driven rp?
In reply to Static Beats (msg # 16):
All of these games could be described as story-driven. It's all a matter of what you want out of them. Here are a couple things I look for and think about when I am looking for a story-driven game system.
Hero Points
FATE and Mutants and Masterminds both use systems that give players some plot agency. They can edit the scene and story to an extent by using a store of plot points that you give them by pulling their strings.
Pros: Hero Point mechanics let you create an organic arc that has a satisfying curve, which is reinforced by the mechanics. You beat the crap out of the PCs, they accumulate resources from being beat down by the plot, and then overcome by the use of said resources. The GM can organically gauge the needs of the players, giving them a boost when they need it and holding back when he wants them to feel stretched. He can also immediately and effectively reinforce the theme and tone he wants out of his game.
Cons: Hero Points count on proper resource management by the players, and resource allocation by the GM. Dice being what they are, often the math works out a bit hairy.
Fail-Forward Mechanics
Burning Wheel and its family of games offer "fail-forward" mechanics, where failed rolls don't necessarily result in failed tasks, but instead result in the situation becoming complicated somehow, letting you improvise the plot to inject some variety or build a more complex scenario out of a simple one.
Pros: Fail-Forward mechanics let you control the pace of the story, giving the GM enormous control over the difficulty of an adventure by the intensity of the complications he throws out. Fail-Forward mechanics also encourage players to be more adventurous and take risks, since they have more chance of succeeding, and failure often means that things get more exciting. Fail-Forward mechanics also give the GM a lot of tools for making the scene more engaging, involving the environment and the ongoing narrative in the challenges the system provides.
Cons: These games require the GM to do a lot of thinking on his feet. Without enough or proper escape valves, coming up with complications for failure can be trying. The players can also become a bit too daring, not fearing the consequences of their actions. Alternately, they can become so burdened by the complex situations you cook up that they just continue to dig deeper, making things even more complicated and impossible to resolve. Exercise caution.
Mechanics-Lite or Rules-Lite systems
Games like The Window are designed to fall out of the way and let you essentially freeform. They let you focus on cooperative storytelling, calling on rolls only to resolve dramatic contests.
Pros: Easy to play and learn, rules-lite games mean not a lot of time dithering over dice. They let you focus on the narrative and not break the mood while you hammer out mechanics. While this is mostly useful in in-person RPGs, the general lack of hairy mechanical interactions helps keep the pace up in pbp as well.
Cons: The Cops and Robbers analogy used since the dawn of time in "What is Roleplaying" sections all across my bookshelf holds true here. While Rules-lite games don't punish players for system ignorance, they often don't reward players for being clever or interesting. Good ideas, clever strategies, and careful preparation are often boiled down to a small bonus, if anything at all. This inability to affect the outcome meaningfully beyond your core abilities, and lack of mechanical incentive to try to break the mold is what leads to the iconic D&D slugfests of olde.
So, hopefully that'll provide some food for thought when you're picking a system. My knowledge is by no means encyclopedic, so hopefully you can find something you like.