Some RPG ideas have me wondering what a Guide-less Modos would look. Namely:
- GMs prepare almost nothing before a game,
- RPGs allow players to make narrative actions instead of personal actions, and
- Fate points/GM Intrusions that allow players to accept or reject story elements.
Modos RPG is already easy on GMs; they can eschew die-rolling, maps aren’t required, there’s only one table to know, and NPC sheets are easy to improvise. All that’s left is to tell an interesting story. Can PCs do this on their own?
If I were playing in such a game, I’d prefer to have some random element generators on-hand for the Lists: the gear found, NPCs met, and a map generator would be nice, too. This would serve the purpose of keeping PC/GM whimsy within reasonable bounds.
However, a robust rules module that turns personal actions into narrative actions, ala Dungeon World, would accomplish the same task and give PCs more control over where the story goes. It’s not a stretch; Contests already have three outcomes that translate into narrative results. With a little tinkering, the sample actions in Modos 2 could become narrative, GM-less ones like:
- Introduce a Complication
- Overcome an Obstacle
- Make a Sacrifice
- Gain an Advantage
As always, I’m happy to post your module if you feel like contributing :)