My friends and I play a tabletop game called Fiasco that has an interesting take on the notion of a scene. It's a short game, designed to take just a few hours and result in generally terrible outcomes for all the characters involved. Here's how it works:
You take turns going clockwise around the table with each player making a choice about what type of scene they would like to play. You have two options as the primary: choice of scenery or choice of outcome. If you choose the scenery, the primary gets to set up what sort of scene you want to have and which characters, locations, and other plot points are involved, but everyone else gets to decide the outcome. If you choose outcome, the primary has no input into what sort of scene their character is thrown into but reserves the right to choose how the scene ends for his or her character. Whichever option the primary doesn't choose is then determined by the rest of the group. It should be noted that the outcome is held in reserve and doesn't need to be stated before the scene starts. In fact it is encouraged that you don't state the outcome at the outset of the scene. You can play the scene halfway through, see which way the winds are blowing, then decide the most logical outcome or even invoke an unexpected change in the character's fortunes. Also, the notion of success or failure with unforeseen consequences is encouraged.
While I'm not sure if any of this would be applicable to Final Fantasy roleplay, you may enjoy trying Fiasco out to get a feel for a system where the scenes are the core mechanic. It's a quick game as well. Every time I've played it, it's been hilarious and terrible (the good kind of terrible), and it only takes about two hours for four players.
You take turns going clockwise around the table with each player making a choice about what type of scene they would like to play. You have two options as the primary: choice of scenery or choice of outcome. If you choose the scenery, the primary gets to set up what sort of scene you want to have and which characters, locations, and other plot points are involved, but everyone else gets to decide the outcome. If you choose outcome, the primary has no input into what sort of scene their character is thrown into but reserves the right to choose how the scene ends for his or her character. Whichever option the primary doesn't choose is then determined by the rest of the group. It should be noted that the outcome is held in reserve and doesn't need to be stated before the scene starts. In fact it is encouraged that you don't state the outcome at the outset of the scene. You can play the scene halfway through, see which way the winds are blowing, then decide the most logical outcome or even invoke an unexpected change in the character's fortunes. Also, the notion of success or failure with unforeseen consequences is encouraged.
While I'm not sure if any of this would be applicable to Final Fantasy roleplay, you may enjoy trying Fiasco out to get a feel for a system where the scenes are the core mechanic. It's a quick game as well. Every time I've played it, it's been hilarious and terrible (the good kind of terrible), and it only takes about two hours for four players.
I'm a tinker! Tinkerer? Hrm.... I'm an artificer! - Myxie Tryxle | Impressions and Memories