@ingalacornicum I personally think most would work if you scale it all correctly and catch any composition weaknesses beforehand, but honestly I have no idea what works nicely out of the box and I would love to hear the answer.
interesting, gonna check those out! and yeah, no GM would probably also work well!
@ingalacornicum Also, Bliss Stage by Ben Lehman is another one that satisfies your original request.
As are Dogs in the Vineyard by Vincent Baker (now out of print) and it's hack The Princes' Kingdom by Clinton Nixon.
@ingalacornicum #TTRPGs ideal for #3players, not as famous as the ones above, and not from the USA, that I love:
- Archipelago, by Matthijs Holter (available for free online)
- Society of Dreamers, by Matthijs Holter
- Okult, by Wilhelm Person
- On Mighty Thews, by Simon Carryer (has a "GM" role)
It goes on and on! Check these out, then ask me for more.
@ingalacornicum Any of them, really. You're describing the minimum required party for an RPG; just pick one that fits the story you want to tell, and go for it. :)
that's good to know! people have told me before that you "need" like 4+ players for a lot of tabletop games so i'm a little :/ intimidated i guess?
@ingalacornicum generally speaking, 4 players and a game master is ideal. But smaller groups can be just as fun and exciting: I've run entire campaigns of just a couple players, and they've been fantastic. :)
You can scale down most rule systems to one or two players plus a GM. Authors have to make assumptions about group sizes; you are by no means obligated to follow them.
In high school I had a long-running Vampire: the Masquerade game with one friend. We both had a ton of characters and switched who was Storyteller back and forth depending on which character was getting the focus that night. It was a lot of fun.
That said, if you're running published adventures, bear in mind the group size they're tuned to and cut the monster numbers down accordingly.
The only system I can think of that definitely *wouldn't* work for a group of two is Paranoia, and that would probably be fixable with sufficient worldbuilding. (But you may as well play GURPs at that point.)
@ingalacornicum These are some GM-less games that need no preparation (for one shots, not campaigns):
* Deeds, not Words (I wrote this!), a game about she suffragettes: http://hardcorenarrativist.org/items/deedsnotwords
* Ribbon Drive, mentioned elsewhere, a fantastic game about road trips: https://www.drivethrurpg.com/product/114059/Ribbon-Drive
* Fiasco, a Coen brothers-style story game: http://bullypulpitgames.com/games/fiasco/
* Night Witches, a game about female pilots in the 2nd World War (also works for campaigns!): http://bullypulpitgames.com/games/night-witches/
@ingalacornicum I realised a bit too late that Ribbon Drive *does* need some preparation! Each player has to bring a "mixtape" with music (the music is extremely important in the game and drives the narrative, to an extent).
And while at it, I might as well recommend The Skeletons, a double reversal on the dungeon crawling idea:
omg, an rpg where you have to bring a mixtape sounds amazing though!! and its not like we can't prep ahead, we just aren't very many people :B
@hardcorenarrativist @ingalacornicum I stumbled on Dynasty last week, free and GM-less
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