Ah, very cool! Sounds similar to success with a complication mechanic in other games. I just assumed it was a deck of yes/no cards (along with other randomizers).
doggoblingames
I have a huge list but I think they fall in a few categories: Mecha (Lancer, Jovian Chronicles), NSR (GLOG, Black Hack, Into the Dungeon, Mausritter, World of Dungeons, 6e, etc), One pagers (Honey Heist, Orcball, The Beast, Lasers & Feelings, All Outta Bubblegum, Planted, etc), and IP (Borderlands, Mistborn, Marvel, Outlaw Star, Warcraft, Diablo, Halo, etc)
Could you put an expiration date on story points? Something like they lose one per session unless they've spent it. Then by the first five sessions (or 10, or 5 in game days, or long rests, etc etc) they are forced to use them? Other checkpoints are also possible (per boss/book/module/arc/etc). Just a random idea I had.
Thanks so much for the insights! I'm the same when it comes to point one so that's good to watch out for and same for the other two. I'm fortunate to get to play fairly regularly but I'm realizing I have a stack of books I will never get through with my group if I don't do it on my own.
P.S. I love your avatar.
A partner co-op/co-GM game sounds amazing! My gut was to recommend Monk (in addition Fighter mentioned by @GolGolarion@pathfinder.social ) as I play one currently and Flurry of Blows (+ Stand Still) are a lot of fun. I think these two ideas are also backed up by Steel's and Gortle's guides linked here: https://zenithgames.blogspot.com/2019/09/pathfinder-2nd-edition-guide-to-guides.html (under Druid guides).
I think pandatheist at the Bone Box Chant blog does a solid job defining it here (and expanding on it in a followup post): https://boneboxchant.wordpress.com/2019/12/21/nsr/
To quote the definition, NSR games:
- Have a GM, Weird Setting, & Living World
- Are Rules Light & Deadly (or Consequential)
- Focus on Emergent Narrative, External Interaction, & Exploration
I think all of those things (except maybe Weird Setting IMO) cover the genre well with an intentionally broad and inclusive definition. I also think looking at examples may be most illustrative and understand that it's more a community than one particular set of traits. Yochai Gal (of Cairn fame) has a great article on this very idea: https://newschoolrevolution.com/2022/05/04/the-new-new-school-revolution .
This last bit is, I think, key. I've only dabbled in 5e but that was the biggest change coming from 3.5/PF1e was that it was no longer about optimizing individual character builds but rather playing smart team tactics that change from encounter to encounter. It's hard to make a truly bad character on accident but it can be equally hard figuring out how to contribute during each fight, e.g. you probably don't want to make the third swing at -10.