Relics: What would I do differently?
+Steve Dee 's game Relics is a curious beast. It straddles the line between a traditional game and a story game. On the traditional side, there is a GM, an agenda for the characters for pursue, a skill system where a randomiser determines the outcome in a fairly traditional "Fail/Success-at-a-price/Success" pattern, then improves chances of success if an appropriate skill can be applied to the task at hand, and then it applies a system where characters improve over the course of playing ongoing sessions. On the story game side, the skills used are generally freeform, the world develops organically through the interaction of the player group, and the characters are defined as much by their relationships with one another as they are by anything else. There's a few games trying to unite this divide between traditional and story games, but so far I haven't seen many that do it well without a dedicated set of driving rules that hone in on a specific niche or ...