Greetings! With some trepidation, I thought I'd share some of the Actual Play of my just-kicked-off new campaign, which I have only somewhat tongue-in-cheek named the Postmodern Masks of Nyarlathotep. I have an Obsidian Portal site
if folks want to drop by, but I was hoping that besides sharing the AP here, I might talk about ways to make the game more narrative, more player controlled--in short, more story game.
I say I named it this way only partially tongue in cheek because I really am trying to include some postmodern (or at least the folk understanding of postmodern) elements into the game. One is to have some crossovers from other literary & other works--after all, we're already in one fictional universe (Lovecraft's), so why not add some others? So, for example, Charles Foster Kane is an NPC in the game and the PCs may have interactions with him--and there are some real doozies to come down the road.
The other rationale, however, was that while the original Masks was pretty far ahead of the curve for its day, we've moved on, both in the real world concerns (Masks is mostly admirable on race, but silent about gender and sexuality--not unusual for the time, but no reason to hold ourselves to that limitation) and in construction of the adventure itself. So I've changed stuff. Lots of stuff; some details major (I've moved several of the chapters either to places I'm more familiar with or are unexpected; two members of the group played through the campaign with me about a year ago, and I want there to be some surprises) and some minor (Jackson Elias is a woman.)
I see myself as player and GM as, in Robin Laws' terms, a Method Actor, so I tend to go heavy on characterization and use whatever tools are at hand. So, for example, before the game proper kicked off we ran a custom Fiasco playset I made to get some backstory for the PCs. This turned out to work extremely well, and created some very interesting backstory that was incorporated into the session itself.
So I'll, uh, get too it.