Hmm.
I was talking to Andy tonight about a discussion that came up on
the forge. You can read it, but here's the key piece: Polaris is a game that encourages players to go for the throat. Well, to use Ben's exact words: "Polaris is not a consensus game. My recommendation is: if there's an action you want to take, and you're worried that someone else at the table will be unhappy with it: do it. That's tragedy fodder."
In other words (my words, which are actually more of a corollary than a summation), the only way to cooperate with the other players is to give them what they least desire. No, not that; the only way to cooperate with other
players is to give them what their
characters least desire. Because you don't win Polaris; you die or become a traitor.
Which makes the game I'm working on feel like a Polaris hack, or Polaris light, at the moment (feel like - not actually be). The same options are presented; you die or turn into a monster (which is a traitor to all mortal life, so kind of analogous, in context). The key differences that I'm looking at critically as a result of understanding this key feature of Polaris (players actively seek to harm other players' characters, as is their role) are as follows:
a - you're on a quest to finish something, which just might redeem you. There is the option of having hope.
b - There's quite a bit more consensus calling.
Which makes it not as bleak, and perhaps inferior. I tend to prefer games that aren't so cutthroat, but it may be important in a gm-less game. So much to say that I come to games with the assumption that players work together, but without a gm, a designated opposition, perhaps its necessary to encourage more conflict, and appropriate.
That's one of my chief concerns; if players are playing the opposition for other players, how do you encourage them to go for the throat if their characters are working together and they are also, you know, friends in real life?
One solution I'm thinking of is incentivizing successful attacks on players. It's probably easy to play the opposition in such a way that they are easy to beat, which means that players get their way and skip along merrily, which doesn't put the right level of stress in the game. Has anyone seen this work in a gm-less game (or fail miserably)?
corollary: these aren't the only key differences between my game (Monster Quest or With the Time that Remains - both lousy names for different reasons); it's also not as elegant or well-written, and doesn't use key phrases, which is probably a bad idea. Rev 3: improve conflict system. Not today. Also: Polaris has a decent name.