Polaris is an RPG where each player has a Hero who's stories are separate from the other Heroes at the table. Each hero, in turn gets a scene about them, and the other players GM as a group. The game is very much about saying what you want to happen, and having it happen.
We discuss with Ben the areas in which his game departs from traditional RPG design. We investigate why he took his game down this alternative path, both the GM to Hero ratio and the innovative conflict mechanics.