This is an idea that has been bouncing around in my head, although I have no idea how I would put it into reality.
I was thinking about the basic idea behind a lot of “narrativist” games, which play around with (or in some cases entirely dismiss) the traditional GM/Player split. One of my favourite games, Universalis, is either GM-less or GM-full depending on the way you look at it, and another one, InSpectes, gives the players a lot of control over where the plot goes, and even over what is happening in the background.
Alas, players used to more ‘traditional’ games sometimes struggle to get used to such concepts, so I was thinking about how to design a game that would specifically “teach” the player to take more control over the game world.
I think something that starts of as a completely traditional game, but over time, the players get more and more control of the setting, the NPCs and the plot. Perhaps they should progress from no control over the game, through limited control (in the style of FATE and Drama points), and finally ending up as co-GMs in a sense.
Of course, to keep the players happy, you would need a system for this, perhaps an ability in the game, that the players roll against to make changes, which increases with use, to the point where successes become automatic?
Anyway, this is something that deserves more thought (at least in my opinion). Does anybody know of a game that does this?