So, that pretty much covers the way the minis play differs a bit from
a minis wargame. The onlyother differentiation I'd make is that Elliot
and i weren't playing particularly competitively. rather we'd bounce
ideas back and forth, and use the Mythic GM emulator to spark ideas
when we were stumped. Characters were still in danger, but not in the
same way that it would be with something like a Games Workshop game.
Okay, so how is it different from an RPG.
1) Back to minis. As I mentioned, we really tried to keep our ideas
for events primarily focussed around minis. that did mean a limitation
on "where" events took place to an extent, and also what kinds of
stuff could be there. So, unless we decided to call a quit to the
game, our characters weren't going to suddenly leave the jungles of
Venus and head to London, or even the more heavily colonized
settlements of Venus.
Likewise, we tried to stick to creating characters modelled on the
minis. This included the NPCs that we'd create on-the-fly. Since we
had lizardmen ( including a weird Mind Flayer/Lizardman hybrid critter
who became the Cthulhu cult leader), that's what we worked in. When we
made main characters ( I hesitate to say PCs, exactly), we based them
on what the model looked like as much as possible, and tried not to
veer off too far into stuff not represented.
Now personality, background and so forth, the kind of stuff perhaps
suggested but not built-in, we could play with and did so. The pilot
was a drunken Aussie adventurer. The MindFlayer priest was psionic and
had statsis beam gadgetry.
2) Playing as you go and mucking with the GM/Player divide
We did actually name a pair of core characters each, and describe them
a bit before play. We each took two to primarily use personally,
although even that got a bit blurry, as either of us could suggest new
ideas back and forth, with the "Main player" of the character getting
a right to agree, modify or veto as they wished. Since a lot of this
ran on consensus, and there were not truly serious combat rules, this
did allow a good bit of give. When Maynard got dragged off by lizard
men and Teddy clocked with a club and knocked out, we weren't too, too
worried, both because we each had back up characters and because the
GM/ Player line was so blurry.
What do I mean by blurry? Well, at different times, each of us played
a character much the way you would in any regular rpg. But, we also
both could step out of character and suggest things that might happen,
either within a scene, or as part of a new scene, or even events
occuring in what would normally be "off-screen" ( including some cut-
away references to what bad gus were up to). This stuff was a
combination of us spit-balling ideas, as well as using the Mythic GM
Emulator to provide us with a sort of "oracle" with its random scene
starter charts, and its simple Heck No!/ No./Yes/Yes, Waaay!!
results generator for questiopns we'd pose and resolve by die-throw.
The key thing in all of this is to be quick. Toss ideas out to the
other player, and run with it. Speak in character, and don't be afraid
to tell "secret stuff" to the other players, so they can work it in,
trusting that even though their character might be clueless, they as
players will go into it with a sporting attitude and play to your
contributions with their own follow-up input.