I'm interested in a more in-depth how-to guide on running a game driven by player character Beliefs, Instincts, and Traits.
NonStandardDeviation
On a similar note, one of my GMing tenets is to keep in mind what's relevant to the players. I am at heart a worldbuilder, and it's easy for my imagination to spin off into the distance with a dozen new ideas, but I try to keep in mind how players will interact with the material.
People have limited attention spans and ability to keep track of things. As a player I try really hard to take notes and understand what the GM is putting out, but as a GM I really mind legibility. Sometimes the players are just clueless and you have to explicitly say your secrets.
I find it's a lot like teaching.
The social contract of the table: We're here to have fun, together.
I'm leery of summoning mechanics for this reason, since they increase player options but can take a lot of table time. At least they're interactable by the other players and GM. I'll admit to having occasionally summoned eight wolves (D&D 5e) or whatever, but this is the situation to roll before your turn or use digital dice.
I'm running a sci-fi campaign, and my NPCs are...
- Sequential hermaphrodite alien squids
- Ancient aliens made of nanites that evolved millions of years ago from cyborgs/mind uploads (have transcended biology and mortality)
- Mysterious hacker known only by their screen name (pronouns: admin/GOD)
- Being of spontaneously coalesced pure energy (too pure and innocent to know that gendered pronouns exist)
I wasn't doing it intentionally, but can you think of any other ways for characters to dodge the gender question? Now that I think of it, I think I have room for a trans (in the usual human sense) NPC.
Ooh! I wonder if Valkyrion is going to revisit the ending of their Solstice Rain remix, now that we know the official version of Solstice Rain's aftermath. https://trainlightning.com/epilogue-after-the-solstice-rain/