So, I think Primetime Adventures is a great game. So great a game, that we might well ask why we don’t just use it for everything. Well, because of reasons.
Let me unpack that a bit. Some time ago, I was promulgating the notion that most of what makes a successful instance of RPG play is shared genre-expectations among the people at the table. I still think that this is true.
Primetime Adventures is a game with some powerful mechanisms for getting everyone at the table to share those genre-expectations. It’s a one-two punch: first the pitch, where everyone at the table gets in the same general area of idea-space, and then fanmail, which works1 as a feedback mechanism to let players tell each other “yes, more of that, please!” (more…)
- When it works. It can and does fail. [↩]