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(+2)

Swords Without Master does some interesting things with how you interact directly with the fiction, that could be used in other narrative games. Three things leap out to me:

1. Tones. In SwoM, you have two dice that represent two different tones (Jovial and Glum). whenever you narrate anything, you roll the dice and your narration has to fit the tone of the die that rolled higher. Tones are very broad, so there's almost always a way to describe doing what you want. But it focuses your attention on what you're saying, how you're describing it and how you're describing it. It forces you to think about things differently, coming up with aspects of the story or your character you might not otherwise think about. For a different game, you could perhaps use very different tones to reinforce what that game is about.

2. Structured Phases. SwoM is divided up into distinct phases, with special rules for each. Each phase tells you who gets to say what at what time. Dividing a game into different phases is as old as roleplaying (early D&D had different rules depending on whether you were underground or not), but this formalizes the idea and conveys to ll participants what is happening at each time.

3. Structured conversation. Within a phase, you follow a certain protocol for who says what when. In the Discovery phase, a player describes something their character finds, then they ask the GM a question about it, and the GM answers. In the rogues phase, you ask a player to describe their rogue doing something specific, and they describe how they accomplish that. This creates a specific dynamic, where no one player can create the whole narrative. It's a back and forth between both sides, where everyone adds a little to the story. But I can't describe my rogue taking substantial action until someone asks me to describe that. I can't hog the spotlight unless someone gives it to me. The GM can't build the plot in advance of what the players choose to discover.


I don't like swords and sorcery as a genre, but I feel like there's some interesting tricks in the game that could be fruitfully applied to all sorts of other stories.

(+1)

Thanks, there's definitely some cool ideas in this.