So, we’ve been too caught up in the excitement of Gen Con to mention this, but we’ve made and released a little game called Lucid. It’s about being in a shared lucid dream. It’s good and fun and weird and free. Check it out.
We’ve been talking a bit about games without GMs, particularly as we work up Lucid for the con. (Quick teaser: it’s an RPG about lucid dreaming. We think.) In so doing, it’s exposed an interesting point. The idea of what a “game master” is depends on the system you’re playing. Adversary? Guide? Prompt? All plausible roles. All different in how they play. The part that has me going is that this is a different distinction than who has control over which elements of the story. It’s not concerned with how, but why. Why has always been a more interesting question to me, if a bit troublesome.