10-07-2009, 12:43 PM | #1 | |
Join Date: Oct 2007
Location: Austin, TX
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Thoughts on GMing
I've written two blog posts about role playing recently. One published today has a short "What's an RPG?" section and then a section about how my group and I do things, specifically (which is far from typical). I don't want to reproduce it in it's entirety here, since it's somewhat lengthy, but I'd love to hear what folks here think either on the blog or in this thread. Here's the link.
The second article is yet to be published, but here's a sneak-peak link. It's about the nature of the players as both audience and actors and my thoughts on the implications of that on the fourth wall. For those that don't want to click through, this is the whole of the second post: Quote:
Ben
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My roleplaying blog: Maximizing Rockmost Quirk: Describes real people in GURPS character creation terms. [-1] Azure, two bars ermine. |
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10-07-2009, 02:01 PM | #2 | |
Join Date: Apr 2006
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Re: Thoughts on GMing
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OTOH, GURPS' Serendipity could be played in the "plans in advance" style, instead of the "occasionally gets strangely lucky" style, and some games give players some kind of currency that they can spend to change things in the game world. |
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10-07-2009, 02:22 PM | #3 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Thoughts on GMing
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During play, the player can then use the Planning ability by saying "my character anticipated this course of events, and took this precaution". The GM then uses his sense of realism ("use your sense of realism" is the #1 piece of GMing advice in MA RPG) to gauge how plausible it is to anticipate the event and take the stated precaution, which in turn results in a Planning Point cost: zero points (utterly trivial - anyone could have anticipated the turn of events and taken the precaution) 1/3 point (almost trivial, not surprising at all, any devious mind could have foreseen it. An 1d6 is rolled, and if the result is 5 or 6, a Planning Point is spent; the Plan works regardless of the roll outcome). 1 point (not too predictable.) 3 points (quite surprising, but it is barely foreseeable) No can do (no Planning Points are spent) It's a very odd concept, so I have no idea how it will work in actual play, other than that it will probably be interesting in the Chinese sense of the word. |
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10-07-2009, 03:25 PM | #4 |
Join Date: Jan 2007
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Re: Thoughts on GMing
Well, if you're a GM and you've done the Heroes Save the World
Campaign™, you've probably done a few generalities, meaning you let the players get away with something -- so I don't see a big problem with letting them smooth over a few situations to get something for the plot. Some GMs aren't like that, or don't acknowledge when they let the PCs get away with something (or that it's only for innocuous little things that don't really matter). "Gee, we could really use a Chinese Acrobat for the next part, too bad he's in prison or his visa isn't up to snuff..." might lead the players to hashing over a jailbreak or a forgery scenario that the GM doesn't want to play out. I've done it and I usually relegate those to the "small things" but if the players are on a roll and their idea is greeted with "Danger, danger!!!" in my mind, I might hand wave it and start the next game with... "So, you've forked over $50,000 for a great phony passport and your boys are picking up the Acrobat as we speak, what's next?" so I don't bring the whole campaign crashing down because they never got to the casino. But I'm sure that type of generosity would be poison in most GM's eyes... Also, if I do something like that, I'd sure as hell keep a written record of that, so that when the players start bitching...you can whip out that you haven't been Killer GM the entire campaign :) >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
10-15-2009, 09:41 PM | #5 | |
Join Date: May 2005
Location: Oz
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Re: Thoughts on GMing
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It is the difficulty that you allude to that makes the Indy Ploy the favourite of fun-seeking roleplayers. It all comes down to the qualities of the Unspoken Plan Guarantee. It's very hard to have an unspoken plan in an RPG because as you say of the collaborative nature of the storytelling. The closest I have ever come to pulling it off was with a co-operative GM, and fellow-players who were happy to ham it up in the limelight with my character playing Xanatos Speed Chess in the shadows. That is, one player knew the plan and the others didn't. Which left an audience to make the reveal to. Last edited by Agemegos; 10-15-2009 at 09:50 PM. |
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