06-03-2007, 07:34 PM | #71 | |
Join Date: Sep 2004
Location: Canada
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Re: Player Paranoia and Character Surprise: How to GM
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It's stressful for reasons largely unrelated to the Drive (Automobile) skill for many people, I cheerfully admit. But the difficulty of driving a car at 5-20 KM/H when there are no pedestrians, signs, bikes, cats, dogs, squirrels, or people in tractors to distract you and/or leap out into traffic is pretty negligible. I'll give you the reversing out of a crooked driveway, however. I think I'm somewhere between my Default in Drive (Automobile) and the 1 pt level. It takes a good minute or two of reversing, adjusting, pulling forward, adjusting, reversing, adjusting, etc. for me to park in a stall, usually. That's me failing my Drive (My mothers enormous boat of a minivan) check and trying again and again and again until I can get the stupid thing into the stall AND still be able to open my door enough to escape the van. But I swear that behemoth gives me a -4 equipment penalty on parking just from having blind spots you can hid small cars in. But even if I can't get the van in straight with enough space to avoid whacking the car next to me, I don't hit anyone or anything, I don't do something horrible to the gearbox, I don't accidentally set off the airbags, and I don't knock the wheels off alignment by driving over a curb. Most driving roll failures just mean "back it up and try again". It's only when you're doing something interesting that your failures are going to do anything other than cost you some time, and even then, I think most failed rolls should be far less spectacular than "You hit a tree and die, the end." If I fail a Broadsword roll when attacking, I don't cut my own head off, so I don't see why Vehicle skills should be THAT much worse. GM: The off ramp has a speed limit of 40k/h, you know when you slow down the Don's goons are going to catch up, right? Driver: When? Bah! I'm going to take the ramp at speed, 80k/h. I'd like to see the Don's men catch me now! GM: *shakes head* whatever. Roll it. Driver: *rolls dice* Crap. GM: Ok, you tear around the curve on the ramp, but it looks like you've missjudged the maneuverability of your 1984 Corola. You mount the curb and drive with two wheels on the sidewalk for about 50 meters before you manage to pull yourself back onto the road. Make a Perception based Driving roll. Driver: *drops dice* Woo, made it by 3! GM: The car's handling funny, it keeps listing to the right. You think you may have knocked one of the front wheels slightly crooked in that stunt. You'll be at -2 to handling rolls until you can get that fixed. Driver: Well, at least we're alive and still doing 80! I check the rear view mirror briefly to if I lost the Don's men. GM: Oh right. *rolls some dice* Looks like Tony and Frank aren't so lucky...
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06-03-2007, 08:20 PM | #72 |
Join Date: May 2007
Location: Pennsylvania
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Re: Player Paranoia and Character Surprise: How to GM
Just a couple of thoughts:
Usually when I've GM'ed face-to-face, it's been with a small group of my close friends. (I miss'em since my move to a new state!) Generally, we'd all at one time or another GM'ed one another in various games (everybody had their favorite system/setting.)--so I think we pretty much trusted each other, knowing full well that "What goes around might well come around," if you get my drift. That said--most players (myself included) have seemed to me fairly tolerant of being Surprised/Captured/etc. so long as they still got to role-play their character with a certain amount of panache, or so long as they could see the event in question as essential to the plot--or the result of a failed roll! (When the dice hit the table with the Sign of the Beast: Three Sixes, everybody knows it's bad juju all 'round.) From time to time, I would either end a session or start a session with the characters getting captured, so that Getting Free became the focus of a session, and an opportunity for Heroic Exploits. Perhaps I'm lazy--scratch that: I know I'm lazy!--Perhaps it's out of my laziness, but over time I've come less and less to plan specific solutions to certain puzzles, traps, or prison-capture problems: Rather, I tend to give strong bonuses (or decide the outcome of a situation) based on how creative and well-role-played he PCs' proposed solutions are. I started this after one session many, many moons ago when the players got together and came up with a solution far more creative, elegant, and interesting than the "solution" I'd planned. Of course, this has worked the other way too: I've also turned creative player paranoia into "What's Really Going On," when they outthought my own deviousness. |
08-16-2007, 06:37 AM | #73 | |
Join Date: Sep 2004
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Re: Player Paranoia and Character Surprise: How to GM
(Sorry for responding to an old thread here.)
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Ofcourse you should only do this once the group has proven able to solve really hard problems. But in that case it can actually be a great idea. |
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08-16-2007, 10:35 AM | #74 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Player Paranoia and Character Surprise: How to GM
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08-17-2007, 11:24 AM | #75 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Player Paranoia and Character Surprise: How to GM
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Obviously, you'd want to use this somewhat subtly and/or judiciously lest you get lynched by your players. But it can make for some neat situations if done just right.
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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08-17-2007, 08:22 PM | #76 |
Join Date: Dec 2006
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Re: Player Paranoia and Character Surprise: How to GM
In every gamer's experience, there are times when his character gets his bootie handed to him. There are also times when he's gamed with a competitive type GM who's out to 'get' the party. Both of these occasions are unpleasant, especially when they are one and the same. Many players react by doing everything they can to make sure it doesn't happen again.
Gamer, first Call of Cthulhu game: "No, I'm not taking a gun. Guns are illegal." Same gamer, a few CoC games later: "I'm going jogging. With my sword." |
08-17-2007, 09:05 PM | #77 | |
Join Date: Jul 2007
Location: Brownsmills,New Jersey
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Re: Player Paranoia and Character Surprise: How to GM
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That is really good advice. I had a gurps game pretty much stop,because the Gm put in a pit trap that we couldn't get out of. |
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08-18-2007, 12:14 AM | #78 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Player Paranoia and Character Surprise: How to GM
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Bill Stoddard |
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08-18-2007, 09:56 AM | #79 | |
Join Date: Dec 2004
Location: Tampa, Florida
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Re: Player Paranoia and Character Surprise: How to GM
Since we're dreding up old threads...
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08-24-2007, 09:43 AM | #80 | |
Join Date: Sep 2004
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Re: Player Paranoia and Character Surprise: How to GM
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