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Marina's avatar

This makes me think of collaborative story games I've played, without a GM.

Here, I can see players pitching things that happen — but perhaps having to roll, or negotiate, or be punished (interact with some mechanic, anyway) for things that are too interesting, or exciting, or too far away from the PCs' designated space. Failed pitches could be waved away as daydreams, the guards imagining something more interesting than their (imaginary) lives. There are stories to tell both about the PCs (who might have home lives and other obligations and stressors they bring to work but can't do anything about), and in the world around them — though if those external stories became too clear or resolved or answered for, that's probably too interesting.

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TC Shillingford's avatar

I am fascinated by this kind of slow play. I saw a similarish idea a bit ago in which a redditor said they ran an ars magica game, but the PCs are non-magical farmers, trying to get by in a world in which the nearby wizarding academy turns their pumpkins into carriages and leaves bits of arcane paraphernalia among the peas. Perhaps incidental stuff to the wizards, but mind bending and maybe even life changing to the farmer.

This, of course, is far more subtle, but I read in your description an impression of adventure and intrigue just beyond the limit of the guard’s sight, and a tension between investigating the call to adventure and fulfilling their responsibilities as a guard. Love it.

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