tobyornottoby said:
This is where I'm still trying to get at. So I'm a D&D GM and you're saying I'm wasting my time. What should I do then?
You
could be wasting your time, yes,
depending on what your overall goals are. You aren't necessarily wasting your time. That said, if you want "story" above all else, I think you are.
Also, If your group has already taken some random system and turned it into a structure that ideally supports the kinds of play you all like (I'm talking more about play procedures established through informal agreement than "house rules" here -- the former are actually a lot less portable than the latter), then you're done. Maybe your initial choice was, indeed, a bad one and you had to waste a ton of time to get where you are now, but that wasted time is in the past, whereas the good gaming is in the future.
If you're not there yet (and I suspect that most roleplayers aren't -- moreover, people and play groups change over time, so nobody will be there forever), then understanding your individual and group goals and starting with a set of good tools that directly address them will make it a lot easier to get to that sweet spot of comfortable, established structure and good play.
There is the more mundane kind of time-wasting, too, that you should watch out for. Time spent prepping for a session. Time spent flipping through the book trying to find a rule. Time spent playing out uninteresting scenes. I think about that factor a lot when I choose a game, too, but it's a pretty trivial thing conceptually.
Now, going back to goals: what I really want out of a roleplaying game is shared, collaborative storytelling.
I think that's the thing that pen-and-paper RPGs as a medium do best. I've got access to tons of other media that handle challenge-focused or tactical gaming quite nicely. I love the social experience of pen-and-paper game-playing, but if I just want to socialize in a relaxed environment without accomplishing anything else, I can put the game away and just hang out. If I just want to enjoy someone else's story, I can turn to any of the older "traditional" media. If I want to enjoy someone else's story and kinda half-pretend I'm contributing, I can get that playing an RPG video game.
So, some of the basic supporting structure for story-as-I-like-it...
You get the best play experience when every person at the table is thinking and acting like an equal contributor, seriously taking ownership of the game and responsibility for the other players' fun. (This does not preclude a GM in the sense of a player who runs the supporting cast; it does preclude a GM in the sense of one guy who's "in charge.")
Filter ideas relentlessly. Don't use any system that results in outcomes your group doesn't consider fun. For example, I personally don't much like the typical task resolution system found in most games, which is a flat success-or-failure roll with a "failure" often meaning "nothing happens" -- boring! A common method is "stakes"-based resolution: we define a conflict between two characters, agree on interesting results beforehand, and then bring out the game mechanics to determine which things happens. That "game mechanics" thing could be anything from a simple die roll to an elaborate cycle of piling on side consequences until one side is broken or gives in. The big idea is to make sure that a crappy, not-fun-for-anybody outcome is never on the table to begin with.
I believe very much in a strong player "veto" as a social-level tool that preempts any game mechanics -- and, consequently, something you can bring into almost any pen-and-paper game. If you really don't like something, you can just say so and the group should respect that and remove the offending element from play. This is a very effective tool for maintaining the integrity of your story (e.g. preserving a set of mutually agreeable genre conventions). It's much more important, though, as a way to maintain mutual comfort. Think of it like a safeword: the group is freer to explore risky, sensitive issues in their fiction because there's an emotionally safe way to back out. (As with safewords, though, it's not a substitute for making sure everyone is on the same page
before you start.)
As should be slowly coming clear from some of the stuff I talked about above, a lot of the standard boundaries you're used to from D&D or Vampire don't apply. Simple example... Almost anyone who's roleplayed knows about "metagaming" (usually defined as using out-of-character knowledge) and how it's bad. Forget that! Everybody should be thinking like an author. Use your awareness of stuff your character shouldn't know to drive that character towards interesting situations. Let the other players in on your characters' inner monologues and secret plans. Throw your ideas in even if a scene doesn't involve your character. Always think about how what you narrate affects the other players rather than just the game world. Don't just use "What would my character do?" to drive all your play decisions. Think "What do I and buddies want to see next?" as well!
-- Alex