Co-GMing, and games sans GM
Having fallen behind on Game WISHes, I’ll tackle a couple at once.
No, I’ve never played in a co-GMed game, though I certainly wouldn’t turn one down. (Well, okay, there was the one one-off in which a co-GM handled some of the cannon fodder, but that doesn’t really count.)
There are advantages to it. Roleplaying, particularly face-to-face, has the same problem as Greek tragedy—too many damn people on stage at once. Splitting the GM duties allows for more small-group and individual scenes.
Truth is, I’d like to be a co-GM. I’m not really cut out to be a good soloist, I don’t think. I’m not quick on the draw, not a good world-builder, not a good plotter, assuredly not a patient referee. What I do do, though, are the chores that GMs often profess not to like: creating, naming, and keeping track of NPCs; playing minor encounters with a fillip of added flair; chronicling and similar recordkeeping. And I like knowing the shape of the plot beforehand, something that is my besetting sin as a player, but lets a co-GM add all kinds of fun foreshadowing and omens and things.
I don’t get greedy over somebody else’s world or plot—I can generally be trusted to stay within bounds, though I do like to fill in details of language and social custom and so on, and I might get upset if that privilege were denied me.
Well, we’ll see, I suppose.
The next question is non-RPGs for gamers. Shan’t be original here; not worth the effort.
Munchkin. Excruciatingly bad puns. Highly weird combinations of stuff. Quick game play. Amusing treachery. Lots of John Kovalic art. I need say no more.
Illuminati. Take over the world!
Settlers of Catan. Easy to learn, but very strategic; a fine choice for a mixed group of roleplayers and non-.
Oh, and a bonus game: Apples to Apples. I have never played a game of this that failed to reduce me to tears of helpless laughter. It is that good.