That's sad. I've played for years under two and became a third.K wrote:I mean, as far as I can tell the number of MCs who can create actual sandbox settings on the fly are vanishingly small (I mean, I've only met one... Frank).
...
I would prefer a game without Mr Cavern, if only because my own experience is that I tend to run better games than my fellow players and still like playing. I'll have to re-read Mythic. Its precisely supposed to provide an answer to this, "killing Mr Cavern" question. My only real memory of it is that it failed to do what Frank pointed out: give an action script to monsters. I don't think that's too large a hurdle to overcome, considering the relative ease of implementation for Team Monster in Warhammer Quest.
Meanwhile, while I think it would be cool to have a game without Mr Cavern, I wonder how effective it would be.
To be honest, without using Mythic or some other similar game, I don't know how to proceed in this conversation. I don't have enough grounding in the subject. I do know that while I love Warhammer Quest, I still can't imagine how a game involving an open plot would proceed. When I run a game, I storyboard the entire campaign's highlights. The linkages between highlights are loose, but I know what plot points from the early story should echo through to the late story, what NPCs should reappear in startling times and places, and how manifestations of PC histories can arise in the metaplot. I'm actively concerned for the players, even the ones that don't participate as heavily or deeply as the other players, and I'd be concerned that without a story ombudsman they'd be pulled into whatever stories a stronger-willed or just more enthusiastic player wanted to script up just as much as I'm concerned that leaning on them to contribute would inject unfortunate results.