So I have an idea for a game. It's based on the games of 3rd ed I've most enjoyed, where each player is only bringing a handful of figures. My idea is sort of a collaborative sandbox type game, but I'm trying to figure how you'd work it so it wouldn't be a total mess. I thought I'd put the idea out here and see what people think...
The setting would be your standard fantasy adventure village, you know, something like this (from John Higgins' Grailquest gamebook The Den of Dragons):
Or if we were thinkingmore exotic, something like this (from Titan):
Each player would be tasked with bringing two things to the game:
1) A character and a retinue. Probably no more than a level 10 character (just to give him the extra wound for stickaroundability) and a couple of henchmen. Standard issue adventurers looking for a job. Or blackguards running from a fight. Or pilgrims on their way somewhere and requiring shelter and rest. Or whatever.
2) An NPC encounter. A market trader with something to hide. A comely barmaid who asks the adventurer to do them just a teeny tiny favour and they'd be forever grateful. A shack that looks abandoned, but in fact... Well you get the idea.
So in effect, the village that we set up on the table is divided up so that each of the people playing has designed something interesting that will happen at a particular location in the village (and maybe the encounter in one place will lead to the characters having to head off somewhere else, thus stumbling into the path of the other PCs). The characters all converge on the village, and based on the motivations, explore - perhaps a pious pilgrim will want to visit the chapel first to give thanks. Some may be in need of supplies and head to the shop. The thirsty will head to the tavern. When the characters get to the location of a particular NPC encounter, the person who designed it takes the role of GMing that particular interaction - bringing out the guarddogs if the shopkeeper feels threatened, for example... or controlling the barmaid's jealous half-orc boyfriend... or, hang on, I'm wasting too many good ideas already.
Does that make any sense? Would it work?
None of us would know what the other players had planned in terms of NPC encounters, so ALMOST all of the village would be a total mystery for each player, except of course for the one encounter they had designed (and one would presume they'd have the grace not to take their PCs to the NPC encounter they themselves had designed. Unless they had a serious case of split personality disorder.). What would be interesting is to see what stories (if any...) would organically develop as the characters explored the mysterious village and the different NPC encounters were 'triggered'. My primary concern is the mechanics of turn taking with all of these different things going on, for which reason there's probably a perfect number of players which is large enough to make for an village filled with intrigue and curiosity, but small enough not to be unwieldy and lead to people waiting around scratching their arse while other people resolve an encounter that they're not part of.
This is sort of inspired by the spooky Shadows of Rensburg game Bane GMed at Bring Out Your Lead 2014 and which I greatly enjoyed:
And by jointly GMing Gnomophobia with Steve Beales:
But comes from a desire for wanting to try something a bit more collaborative and experimental where we all have a stake in the mystery and no single person knows quite how the story might develop. Is the idea workable? Thoughts? Refinements?