I was going to participate in 24-Hours RPG Contest this year with a Star Trek-inspired idea, but the idea turned out not so sleek and complete as I thought. So, I failed to finish the game until the deadline - or at all. But I keep thinking of how I could've make it work.
The game titled Bridge to Captain was going to be about a starship crew going on strange missions in space and succeeding despite odds. PCs are key Officers, each competent in their field. But the GM is also a character - the Captain, whose "expertise" is keeping things dynamic and introducing complications. The idea was that Officers need to think fast, or the Captain loses patience and does something rash - usually leading to a more complicated situation. They also need to convince the Captain to make more rational decisions, or he will do it anyway. The full text that I've written until I gave up can be read .
What was going wrong, in my opinion, is that the GM has nothing to keep him from highly subjective judgment of when the Captain is convinced and when he is not. There are only recommendations. And when the game proceeds from Deliberation scene to Action scene, I could think of no system that would support the required style of play... I didn't want to have a traditional system with skills and checks, and also I didn't want an abstract narrative system that would simplify what really happens in the story to beads, or story points, or something...
Another problem is that the game is supposed to be preparation-lite, and relies in part on improvisation, but there is no support for a group with lower-to-medium improvisation skill. Still, familiarity with spaceship TV series and random tables were going to address that.
So, please, share your wisdom with me %) Thank you!
[Edit -Rob]I totally moved it from the 24 hour RPG forum to Roleplaying Games because although it did start as a 24 hour RPG, I think it deserves a fatter thread here in Roleplaying Games with the other fat games.
