What's your favorite GM-less game and why?

Why I love the games I mentioned:

A Penny For My Thoughts creates an amazing dreamlike atmosphere, where you’re deeply engaging with the story and your emerging character, but at the same time you don’t have direct control over the events of the story (since you can’t ever take direct, consequential action). And the other players are telling you things that might happen, but might not. So later on in the story, you sort of remember multiple different sequences of events that might or might not have happened, and everything becomes hazy and uncertain. totally in keeping with the game’s fiction.

Do: Pilgrims of the Flying Temple I can start explaining the game and have a complete story told in about 30 minutes. The mechanics create a lighthearted, fun adventure, where the protagonist characters are always getting into trouble and getting out but never in serious danger. And the setting allows for a large variety of stories, from fairy tales to fantasy to cartoonish to more serious.

The Skeletons is pretty much a list of seven questions and a few other fictional prompts, but it creates complex, tragic stories about one of the least complex, tragic monsters in fantasy fiction. Simple, elegant, and reliably good.

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As a player (at least 3 times) of said game… it is fantastic, and I can’t wait for more people to see it.

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Many are mentioned here so I won’t go on about them (but yes, much love for Quiet Year, Skeletons, Fiasco, Microscope, Kingdom, Companion’s Tale, …)

But in answer to those folks who want a GM-less / GM-full game but with more of a focus on roleplaying then mechanical world-building or vignettes, I would recommend many of the games from Jim Pinto / postworldgames. These were my first experiences with GMless games, and some of my favorite to this day.

Forget-Me-Not: A Twin Peaks tone game about a murder of a young woman in a small town, and how noone is trying to solve it. The game tech is really cool here, with little phrases you must say somewhere in the scene, but little else. By the end of the game you will “solve the crime”, as the mechanics will point you at the persons and circumstances, but it’s up to the group to make it make sense. Fantastic game for all skill levels.

Murder Hobo: The fantasy skin for Forget-Me-Not. Also flippin’ fantastic.

Dying Memoryes: Being chryogenically frozen people on a spaceship, and having to invade each others dreams and memories to try and get out before the malfunctioning ship comes to a bad end.

George’s Children: Children in an apocalyptic world without anyone over 13 years old.

Protocol: A system using playing cards and story prompts to resolve some narrative. There are over 50 “modules” that you can use for differently themed stories.

Praxis: A more crunchy version of Protocol (not really a “version”, but it’s the easiest way to describe it) where there are archetype playbooks with different scene goals and metagame powers, where the goal is to tell a somewhat focus-specific narrative (but with a ton of freedom).

Heaven’s Collapse: A nation finds themselves in siege by another. Play the royal court locked up in the capitol, as war atrocities happen outside the gates. Content warnings a plenty.

These games are definitely worth checking out, and each has slightly different game “tech” for handling the scene rotation and authority.

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For more recent love for games that are in dev and should be out soonish, I’d say off the top of my head: Icarus by Spenser Starke (It’s got a Downfall vibe, but with very different tech and a dice tower building mechanic that provides Dread-like tension), and Spindlewheel by Sasha Reneau (which is a tarot-like deck of story prompts to inspire full GMless story gaming, or a series of Microgames of which Detective is my current favorite).

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Follow by Ben Robbins is the perfect mix between Rpg and Story Game. Simple and efective story structuration and a lot of narrative roleplay in character

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I haven’t seen anybody mention it, but I’d throw my vote for favorite behind Hannah Shaffer’s Questlandia. Also Noirlandia is great as well.

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Okay, Archipelago (version 3 is it?) seems to be a game to try out asap.

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The King is Dead gives tools to make interesting scenes with clear stakes, while providing a wide range of flexibility in creative input. If you feel stuck, you can usually take a prompt off of a list. When you want to elaborate and improvise dialogue, you can. It shares the spotlight without making you feel caught in the spotlight.

Kingdom lets you take turns deciding what the game is about by introducing crossroads that define the key decision points of play. It gives everyone a piece of GM-ish authority. When you want to shift what part of the fiction you have authority over, you raise the stakes for your character.

The Quiet Year makes you listen to other players turns. Really listen, without commentary.

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This is definitely my favorite part of Capes! I seldom can get people to play it with me, and when they have, I have a sense they didn’t appreciate this nuance of it. Since characters are so quick to create on demand, I think you’re spot on that Capes! allows players to focus on varying the significance of conflicts as the key aspect of play almost more than the particular characters that are involved in them.

Instead of focusing on task resolution (like traditional games) or even consequence/cost resolution (like PbtA), the mechanics aim to drive emergent narrative shape in ways I adore but seldom see in other games. It’s semi-competitive in that players are most rewarded by creating conflicts and situations that most compel the other players investment. Basically what’s not to like about everybody being incentivized to build and escalate compelling plot situations that the other players love? “Winning” is creating a villain or problem or conflict between heroes that draws others in.

Unfortunately, I think the game’s packaging and aesthetics don’t do justice to its design ambitions.

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Like many people, I’m going to say Microscope, partly because I just love building settings. Its RP segments can be dispensed with easily (I like them, but many don’t), making it more like a … player-less game. It’s just all GMs.

(The GM is a player, I agree, but I mean “in the traditional sense” in both cases.)

It reminds me of Lexicon, which I have never finished a game of but which I have really enjoyed in the past:

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This is the final version. There’s a free one out there too, but proceeds from this go to a great charity.

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Okay. Product purchased!

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I’ll happily second Ironsworn as a great GMless game. Here are some of my reasons why:

GMless PbtA with great oracles
Ironsworn is not only a fabulous GMless PtbA game—primarily fueled by clever oracles that have never left me wanting whether playing purely solo or co-operatively in a group—but it presents an evolution to pbta mechanics that allow that GMlessness that could be applied to other pbta systems without too much effort.

Push-your-luck goal focus
Specifically, the push-your-luck progress and completion mechanic—that plays a key role in most aspects of the game—means that while it’s always beneficial to make more progress toward any goal (such as a journey, a combat, a ‘quest’-style goal, or a relationship), you can always attempt to complete a goal early (with greater risk), and even with a full progress track, you’re never guaranteed that the outcome will be only positive. Without explaining the whole mechanic, I adore that this makes room for emergent and genuinely surprising narrative tropes where you can take a risk and turn the tide to succeed despite being badly on the back foot, or thinking some task or effort is a routine, done deal only to realize there is far more to it than you expected all along.

Interweaving vast and close scope
The other nuance of the central progress mechanic encourages characters and parties to interweave various scopes of goals, mixing in pursuit of your overarching character-defining life goal (like finding redemption or reconciliation) with mid-level goals (like solving a local mystery) and more immediate goals (like reaching a neighboring settlement across a dangerous path). I’ve seen this motivate rich character arcs whether playing a campaign or even a one-shot. It’s surprisingly effective.

Simple+Deep Character Evolution
Likewise, I enjoy that it deconstructs the typical PbtA playbook into thematic asset cards that define characters’ uniqueness. You start with three cards, which may be Paths (bit of background/career), Companions (like pets or allies), Combat Talents (styles like shieldbearer or skirmisher), or Rituals. You then use xp to either acquire new asset cards, or to unlock more advanced moves offered by your existing assets. For instance, you may start with a kinsman Companion that initially guards your back, but later you can invest in that relationship such that the kinsman grows into also helping you in, say crafting or political tasks, and later grows into keeping up your spirits when the going gets rough. That evolving advancement feels compelling like a Skyrim skill tree, and offering vast character variability, while retaining supreme simplicity.

Relationships = Power
I love a lot more about this game, (especially the responsivity of the designer, the expansions in the works, and the fact that it’s free without sacrifice of production value), but one of the final bits I enjoy for GMless purposes is that it strongly encourages forging bonds with people, places, and groups in the gameworld (since having such bonds is not only the most explicit ‘win condition’ when a PC wishes to retire), but also because the bonuses from such bonds are one of the best way to improve your mechanical power in the game. Doing things on behalf of people or places you care about are far more effective.

tl;dr
Ultimately, if you like PbtA sensibilities, and you’ve maybe ever been interested in Mythic or any other GM emulator but were put off by the complexity therein, you may like Ironsworn’s elegance (and you can totally play it with a GM too if you prefer).

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This outsourced ramble doesn’t, and is therefore better than mine would’ve been, and I thank you.

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@Christopher_Gmelch , we should play GMless some time here in Munich. This is by far my favorite style and I always welcome a GMless session.
The system I play most is my design Directions Storyplaying as my go to system. It brings together indie/freeform play with a setting-open approach, so it is quite flexible.
I’m also open to test varies GMless story games.

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Sometimes I love to go Shakespeare - in quite a cheesy way. And since all my other favourites have allready been mentioned*, I will put in Forsooth! With it’s evocative tables and unique mechanisms like “aside” and “foreshadow”, it created a stage-worthy play in all of my sessions so far.
A worthy winner of the 2011 Game Chef.

*(Thanks for all the other suggestions btw. :grinning:)

EDIT: Here’s the old but free Game Chef entry. Forsooth! - Durance - My Daughter, the Queen of France: That was quite a Game Chef in 2011!!!

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@beepeegee: I’d love that very much, and I’m open to try out any kind of GM-less games.

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This thread is sooo good. Thanks to everyone! It’s such an inspiration for me. Two weeks ago I didn’t really know this style of play even existed, and know I struggle (in a good way) with the vast amount of games I’d like to try out.

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Is there any way to get the cards without shipping across the pound? Cannot find retailers that have them in Europe

Unless a retailer like Leisure Games has them, I’m not sure.

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