Cursed Wings: Same Page
This is a useful tool from
Deeper in the Game that helps me tell you the GMing and play style for this game. Credit goes to Bankuei for the tool, and Lumpley for an addition.
Do you play to win?
Good play isn't a win/lose kind of thing
Player characters are:
Pursuing their own agendas – they might work together, they might work against each other.
What's the GM's role?
The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations. The GM also reports the consequences the players' actions have on the world.
What's your job as a player?
Your job as a player is to have your character pursue their goal, having them act with integrity to their personality as it develops, and play to find out what happens to them. The choices they make might be wise, or they might not.
Doing the smartest thing for your character's survival…
…sometimes isn't as important as other choices. Having a character make an unwise choice while acting with integrity to their personality, is preferable to having them make a smart but out-of-character choice.
The GM's role to the rules is…
… follow them, but when they conflict with what "should" happen based either on realism, the setting, or the genre, they should be ignored.
(Provide an example once you actually have a system.)
After many pages of play, a player decides to have her character side with an enemy. This is…
…a meaningful moment, powerful and an example of excellent play.
(Go into more detail about why this might happen.)
A fistfight breaks out in a bar! The details of where everything is – tables, chairs, where everyone is standing is something that…
a) …is important and will be displayed on a map or grid, perhaps using miniature figures.
b) …is something the GM will describe and you should ask questions to get more information.
c) …you can decide on the spot using specific game rules (rolling dice, spending points, whatever)
d) …isn't really that important other than it makes for an interesting scene- pretty much anyone can come up with details.
In order to really have fun with this game, the rulebook is something that…
a) …everyone playing needs to have read and understood before play, because the rules and setting are both very important.
b) …everyone should know the rules very well.
c) …everyone should know the setting very well.
d) …everyone at least should know the basics of the rules.
e) …everyone at least should know the genre the game pulls from
f) …Only one person needs to really know the rules and it can be explained in 10 minutes or less to everyone else.
SPECIAL
Instead of "choose one" think of this as a checklist – pick which options apply, leave the ones that don't.
This game runs best when the players take time to create characters that are…
…given strong motivations and an immediate problem or crisis
a) …built to face challenges using the mechanics and stats.
d) …tied into the other characters as (allies) (enemies) (as either)
e) …written with some knowledge, research or reading up on the game setting, real history or an actual culture
Fiction Hurdle Questions
Does everyone know the answers to these questions for this game? Hopefully between the game text and making choices above, the group can also be on the same page for the following points. If not, clarify!
What kind of conflicts make sense for this game?
What kind of protagonists make sense for this game?
What kind of outcomes make sense for this game?