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Jovis
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The Game Master
«
on:
April 09, 2008, 08:08:42 PM »
ok there has to be atleast 100+ years of Game Mastery in this forum.
What makes a good game master great?
Players, what do you expect from your GM?
GM's what do you do to keep the players interested?
Joe
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Re: The Game Master
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Reply #1 on:
April 09, 2008, 09:18:34 PM »
Your first question is a loaded one, Jovis. I am going to fire off a few ideas that I have (with the foreknowledge that my GameMaster's Card has not been renewed lately...)
1)a]Confidence in knowledge of rules. Knowing every single cliff note is unnecessary, and if there is a question, you have a table full of players to help 'look it up'.
b]bending/breaking the rules to suit your plotline. I like the example given in the Epic Level Handbook about blotting out the sun. There isn't a rule to do it, there isn't a spell that does it either. But if the big bad nasty is going to blot out the sun for the plot of the adventure, dang it, the sun is going to be blotted out. It is your world, you tell the story. And woe to the player that tells you what you can and cannot do.
c]Having a plotline within the campaign, but allowing the adventurers to follow the path they want. I actually read an article in KoDT about this, and i have been thinking about copying it here for all to see.
d]Working the player's notions/self direction into the story...more on this in a bit.
e]Being colorful. That is one of mine, not sure how everyone else feels about flavor text. When I game, the more I know about the environment the easier it is for me to roll up my sleeves and get in character.
f]If it would please the court, I would like to reserve the right to return to this topic at a future time, when more ideas come to me.
2)a]Entertain me!
b]But seriously. Listen to my ideas, thoughts and concerns. Let me feel integral. (This is a double edged double axe-as players, we need to HAVE a good background, quirks, and direction for the GM to work with us.) And when we give these things to Joe, he gets a bit excited. It is giving him ammunition, and it lets him know that we are investing into his brainchild.
c]75% hack, 25% parley. Lets face it. In 3.5, the only good feats (Tony, notice i did not spell it
feets
?
) are combat ones. Oh, i can take 'silver tongue', and get +2 to diplomacy and bluff. Woo. when you are rolling a d20, +2 is a waste of a feat. You all know how my dice are. And the more I try to tip the scales to be cool with..well, anything...the more the dice mock me. Where was I? Ah, yes. You can take 'silver tongue' or 'point blank shot'. PBS waaay cooler. But anyway, all hack is a bit..monotonous. And if over 1/2 the night is spent roleplaying, that gets tiring. Need combat to give a breather from the energy expended staying in character.
d]Be fair. Favoritism sucks for the table. And having been at the SGC for..a while now..I can honestly say that Joe does not show favoritism with the one person no one would blame him for showing it to...his wife.
e]Be honest. Feeling burned out? Not looking forward to running X campaign? Let us know. We are (most of you are, i am depending on the day) mostly adult-ish, and reasonably understanding. If you need a break, no problem.
f]If it would please the court, I would like to reserve the right to return to this topic at a future time, when more ideas come to me.
3)a]Having a good reason for the characters to be adventuring together. I hate hate hate hate hate! the barroom brawl introduction.
b]A pinch of in game friction between characters is not a bad thing. When ppl start taking things personally, it is time for everyone to take a step back and reassess the situation. (peers at Tony-Mandolin bane).
c]If there is a lack of 'roots' between certain members of the party, approach one or more of the ppl, and discuss options. Unless the character being run is evil/selfish, there should be a certain amount of endearing going on. Try to arrange a situation where the two (or more) characters need to rely on each other for survival, above and beyond the normal scope of dangers faced previously. (Please note-this is a character development thingy. Getting to use the 'Rubber stamp of Character Doom' should not come up..hopefully.) I want to make a special note about this-In our greyhawk game, the characters with the...highest personality difference...imo was (C)(B)rell (?) and Timaus/Helena. But as the last few sessions have rolled past, I have been pleased that not only has she not killed my guy, but actually interposing himself with my character. Digging roots, man...
d]Before the campaign begins, give the players a syllabus (sp?) of sorts. What they can expect with the setting, etc. It lets us know what will be effective, and less so. So no one is frustrated with building towards a specific prestige class, only to never use it. (Dungeon delver comes to mind). And if the world we are going to be in is mostly rolling hillsides, farmlands, and the occasional orc warband, having alchemy would be next to useless, as there would be very limited time in the lab. Am i prattling yet?
e]If it would please the court, I would like to reserve the right to return to this topic at a future time, when more ideas come to me.
Drew
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raistlin
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Re: The Game Master
«
Reply #2 on:
April 10, 2008, 12:40:46 AM »
Wow, that was one of the most well stated, well thought out and put together posts I think I have ever seen Drew post, albeit a little lengthy. :shiny
I think only a few things fall into a "universal category for being a great GM or keeping the players interested. And the rest, and what we personally expect, are matters of personal preference. Its all about knowing your players and tweeking your own style to match what the players find the most fun.
Quote from: Drewcifer on April 09, 2008, 09:18:34 PM
b]A pinch of in game friction between characters is not a bad thing. When ppl start taking things personally, it is time for everyone to take a step back and reassess the situation. (peers at Tony-Mandolin bane).
C'mon, I
know
you didn't take that personally. So why are you peering at me? There are far better examples to be made.
Quote from: Drewcifer on April 09, 2008, 09:18:34 PM
syllabus (sp?)
Quote from: Drewcifer on April 09, 2008, 09:18:34 PM
(Tony, notice i did not spell it
feets
?
)
Its foots. Proudfoots.
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Re: The Game Master
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Reply #3 on:
April 10, 2008, 07:21:16 AM »
Thanks, buddy! ...Right, your backhand in that compliment was minor, right?
Quote from: raistlin on April 10, 2008, 12:40:46 AM
C'mon, I
know
you didn't take that personally. So why are you peering at me? There are far better examples to be made.
Yep, you are right. We talked about it. And I thought it was an ....interesting way to introduce your character. Should provide for interesting roleplay.
I speeled sillybus right, my first try!
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Re: The Game Master
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Reply #4 on:
April 10, 2008, 11:30:05 AM »
I think that Drew hit on a lot of the important things that make a good game master.
Let's see if I can add something to that.
1. Options, try to make sure that you players feel that they are making decisions that effect the outcome of the campaign. I know this means that sometimes, you will have to react to what the players have decided. Railroading is not fun for the players, I don't see that as a problem at our table. If anyone is guilty of it, I am.
2. Make sure that you blend a character's story into the events of the game somehow, this helps your players to relate to there characters and tells them that yes, you did read their 20 page backstory and you are using some of it in the game.
3. Ask for input at the end of sessions, see if there is anything that the players didn't like. Be sure to ask if there is anything they did like too.
I like Drew's idea of a syllabus, I will try to write one out before I start my 4th ed campaign. This way I can give everyone an idea of where the game is going. I think it's also nice to give out a "What has come before" page so the player can get into their characters better.
4. Make combat challenging sometimes, it shouldn't be that the characters are fighting for their lives every battle. I know I've been working on this one and you all give me a hard time about it. It does amuse me that I have you all paranoid when I attack with something easy now.
5. I think one of the most important things about being a DM, is get your players to care about their characters. If they don't care, they don't play the character, it's just a piece of paper with numbers and words on it.
I'll let you know if I think of anything else.
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Re: The Game Master
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Reply #5 on:
April 10, 2008, 02:20:11 PM »
Quote from: Drewcifer on April 10, 2008, 07:21:16 AM
Thanks, buddy! ...Right, your backhand in that compliment was minor, right? :shiny:Yep, you are right. We talked about it. And I thought it was an ....interesting way to introduce your character. Should provide for interesting roleplay.
I speeled sillybus right, my first try!
Nothin' but props for ya man.
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Jovis
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Re: The Game Master
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Reply #6 on:
April 11, 2008, 09:39:55 PM »
Drew, I can tell you have thought about this before.
I won't say that I am suprised by your post, I have come to expect such well spoken thoughts and ideas from you.
my take on my own question is the following.
As a GM, I do my best to
1) keep the players involved by asking "what are you doing?" "What do you want to do?" but keep the game moving forward.
When I plot out a campaign I like to have an ending or Goal in mind with several points I want to hit but the rest I do my best to allow the players the freedom to go where they will. (with in the limits of the overall plot.)
2) Allow time for role play but keep it under control in order to keep the game moving forward.
If I am not giving enough time for this I would hope you all would let me know.
3) Don't let the rules get in the way of the fun (thats a quote from the DMG)
not that we should throw out the rules but we should know when to bend them or just do what you need to do with in their frame work to achieve the desired affect.
4) Its important for me to ask if you had fun and what you are looking for in your character. If you what to see or do something just let me know so we can make it happen.
for me its more about the story than the rules system.
Joe
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Re: The Game Master
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Reply #7 on:
April 11, 2008, 11:20:21 PM »
Geee where should I drop my two cents on this debate when it's all be said? I'd have to agree with Drew, Tim and Joe. Those are the things I strive for when running. I don't think I always hit those marks but I keep trying.
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Re: The Game Master
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Reply #8 on:
April 12, 2008, 04:27:57 PM »
A well stocked fridge of Dew & Reeses!! ;-)
I mean come on - what can I say that hasn't been said already by Tim Drew & Tony?!
Ash
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Dear Diary,
Today I was pompous and my sister was crazy. Then we went and got ourselves abducted by crazy hillfolk. It was the best day ever!
Bront
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Re: The Game Master
«
Reply #9 on:
April 13, 2008, 07:18:04 PM »
Quote from: Bad Ash on April 12, 2008, 04:27:57 PM
A well stocked fridge of Dew & Reeses!! ;-)
I mean come on - what can I say that hasn't been said already by Tim Drew & Tony?!
Ash
Players feed the Game Master, else he feeds on their souls. That's how it's always supposed to work.
Seriously, a good Game Master is:
1) Prepared - Prepared for his gaming group to go straight, or take wild detours.
2) Can Improv - Because you can't prepare for every wild detour
3) Can Balance Speed and Accuracy - We all want to be correct 100% of the time, but let's face it, we came here to game and not argue over rules with our friends (we can do that later). A good game master knows the rules, but can balance them with speed in playing a game, so that nothing bogs down the gaming experience. This is particularly noticable in combat, where a good GM can keep things moving at a quick pace.
4) Listens to his players: Players are there to have fun, and a good GM can listen to them, and give them what they want. It won't be all the time, but enough to keep them happy and hungry for more.
5) Is willing to say no: A GM who fails to say no to his players will lose control of the game. It might be letting someone create a particular character, use a particular item or power, or just try something that just won't work. The game is to help the players have fun, but the game master needs to retain control in order to be effective.
6) Try to get everyone involved: Not nessessarily in every session, though it's best to try that too, but make every player feel important. One player may shine in one session, and another in another session, but giving them all a chance to shine at some point is best. This also means watching out for players who try to monopolize a situation or game. Getting players to work as a team is one of the most effective ways to do this.
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Re: The Game Master
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Reply #10 on:
April 16, 2008, 09:03:01 PM »
Quote from: Bront on April 13, 2008, 07:18:04 PM
6) Try to get everyone involved: Not nessessarily in every session, though it's best to try that too, but make every player feel important. One player may shine in one session, and another in another session, but giving them all a chance to shine at some point is best. This also means watching out for players who try to monopolize a situation or game. Getting players to work as a team is one of the most effective ways to do this.
This is an excellent point. To add to it....You are going to have people that are just naturally more withdrawn or more outgoing. The trick is to try to drawn the quiet ones in more, and not let the out-going, or more forceful, personality take over, and thus keep the quieter ones from venturing forth. If the forceful personality is not reigned in once in a while, then the quieter, more reserved folks will never have that moment to shine, oftentimes being content to (or having no choice but to) let the out-going ones take over.
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Dear Diary,
Today I was pompous and my sister was crazy. Then we went and got ourselves abducted by crazy hillfolk. It was the best day ever!
Bront
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Re: The Game Master
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Reply #11 on:
April 17, 2008, 02:36:10 AM »
Quote from: Bad Ash on April 16, 2008, 09:03:01 PM
This is an excellent point. To add to it....You are going to have people that are just naturally more withdrawn or more outgoing. The trick is to try to drawn the quiet ones in more, and not let the out-going, or more forceful, personality take over, and thus keep the quieter ones from venturing forth. If the forceful personality is not reigned in once in a while, then the quieter, more reserved folks will never have that moment to shine, oftentimes being content to (or having no choice but to) let the out-going ones take over.
It also helps to try to steer players from self-suficient "I can do everything" characters, as they also tend to be overly dominant (Of course, they also tend to be the more boisterous ones too).
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Re: The Game Master
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Reply #12 on:
April 18, 2008, 10:35:17 PM »
Whoo Hoo. I just realized that I am no longer a commoner. I am afraid of what a Neophyte is though. Sounds dirty.
(Ok - for those of you going to your dictionaries, I already know what Neophyte is. I was just trying to be funny.) 8
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Dear Diary,
Today I was pompous and my sister was crazy. Then we went and got ourselves abducted by crazy hillfolk. It was the best day ever!
raistlin
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Re: The Game Master
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Reply #13 on:
April 19, 2008, 02:44:37 AM »
And they say MY sense of humor is bad...
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Re: The Game Master
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Reply #14 on:
April 20, 2008, 07:13:26 PM »
Quote from: Bad Ash on April 18, 2008, 10:35:17 PM
Whoo Hoo. I just realized that I am no longer a commoner. I am afraid of what a Neophyte is though. Sounds dirty.
I think Drew is assigned to "break you in".
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Re: The Game Master
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Reply #15 on:
April 20, 2008, 09:41:52 PM »
Quote from: raistlin on April 19, 2008, 02:44:37 AM
And they say MY sense of humor is bad...
It is!!
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Dear Diary,
Today I was pompous and my sister was crazy. Then we went and got ourselves abducted by crazy hillfolk. It was the best day ever!
Crispen Fry
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Re: The Game Master
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Reply #16 on:
April 21, 2008, 06:42:40 AM »
Quote from: Bront on April 17, 2008, 02:36:10 AM
It also helps to try to steer players from self-suficient "I can do everything" characters, as they also tend to be overly dominant (Of course, they also tend to be the more boisterous ones too).
I like what you all are saying. Clearly years of experiance. This one though seems out of place. The "I can do everything character", can do everything, but seldom as well as characters that specialize. So, much like the excellent advice above, a GM could simply build the storyline leaning on the strengths of others. If the GM is diverse in the game mechanics and story line, one simply can't build a do it all character that can do it all well enough.
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Re: The Game Master
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Reply #17 on:
April 21, 2008, 02:20:30 PM »
Quote from: raistlin on April 19, 2008, 02:44:37 AM
And they say MY sense of humor is bad...
It is! I actually laughed at Ash's post! You just still get the crickets.
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Re: The Game Master
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Reply #18 on:
April 21, 2008, 06:27:20 PM »
Quote from: Crispen Fry on April 21, 2008, 06:42:40 AM
I like what you all are saying. Clearly years of experiance. This one though seems out of place. The "I can do everything character", can do everything, but seldom as well as characters that specialize. So, much like the excellent advice above, a GM could simply build the storyline leaning on the strengths of others. If the GM is diverse in the game mechanics and story line, one simply can't build a do it all character that can do it all well enough.
The problem with the "I can do everything" character is that they often don't need the others though, so it makes for a less than spectacular party dynamic. It also marginalizes another character when 2 players can do something, because now even if one can do it better, it's no longer exclusively his thing, making them less unique.
The other "I can do everything" character is one who simply manages to do everything using connections, brains, and OOG knowledge or skills to get stuff IG, or knows how to manipulate the rules to their advantage extensively in order to do so. Those are bad for the party dynamic as they tend to also be the spotlight hogs.
The first sometimes simply requires a GM to sit down with a player and say "Hey, why don't you go a different direction, or at least don't play up this angle", while the second requires sometimes saying "No" to a player, or even be willing to say "I screwed up when I let you do that, we need to remove it". The second part is harder, but sometimes, a GM lets something slip that they didn't know would work out how it does, and while you can write around it at times, sometimes it's just too hard to do.
And from a player's perspective, I've fallen into both catigories before, and honestly, for me it becomes less fun. Playing is about needing your fellow players, and including them. It's part of why I don't like party conflicts, or party secrets where someone is seeking to gain an edge over other players. It's not a competition, it's a party and a team.
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Re: The Game Master
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Reply #19 on:
April 22, 2008, 08:11:11 AM »
Quote from: Bront on April 21, 2008, 06:27:20 PM
Playing is about needing your fellow players, and including them. It's part of why I don't like party conflicts, or party secrets where someone is seeking to gain an edge over other players. It's not a competition, it's a party and a team.
Yeah, I agree, it might be the group I play with is veteran enough we just play as a team. When I'm involved with my sons games, helping them design a campaign or running one for them, we do the horror thing. We make jokes about the leaving the party, what happens when the party breaks up to look for something. We run the rookies through, all that, and it works well. Someone will start to do a rookie mistake and someone else will make the well worn joke and it works out. If they insist on going alone, our GMs tend to kill them making a very real safty in numbers thing. The show hog person should mostly be covered by the above GM comments from Drew and company.
We also emphasize the character, so we naturally turn to the tracker to track, and the healer to heal, and Streetwise character to gather information, etc... The 'do it all' simply can't keep up with the specialist. Our GM's are good at allowing mass confusion to reign when multiple unskilled people try something, so the players become good at simply paying attention to the Character that is suppose to do a job rather than someone who just wants to roll and take the spot light. For instance several people want to track, we generally ask the players what their skill is and roll for them, telling each player seperately what they know and allowing them to tell the rest. This results in different players with different levels of possibly wrong knowledge. After a while the players learn to simply ask the specialst and the GM can just let them roll.
Everyone likes to roll, that's why combat is a good thing, almost everyone is rolling dice in combat. If other parts of the adventure involve all the players like combat does, then the ratio of combat time can be lowered. The GM has a huge amount of control here. The 'do it all' can splash dramatically on the seen, and have some fun. The GM can then have the little orphan with the Plot Hook, talk to the player who hasn't had a chance to shine.
In our champaigns we have an inside joke Called "you have a hobby". So when the 'do it all' takes the spotlight we let them run with it while the group is having fun, laughing, contributing. Once it gets to where people are not invovled we tell the spotlight person "You have a hobby" doing whatever it was and shift the story line to a different focus. Momentarilly excluding the 'hobby' person because they are busy, and involving a different player in the storyline. This focus shift, while the 'do it all is busy' works well because the less extroverted players have their moment to shine, and then the whole party, now with a mission, joins forces to go on the adventure...
«
Last Edit: April 22, 2008, 08:21:12 AM by Crispen Fry
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Re: The Game Master
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Reply #20 on:
April 22, 2008, 03:54:27 PM »
Quote from: Shay21 on April 21, 2008, 02:20:30 PM
It is! I actually laughed at Ash's post! You just still get the crickets.
Quote from: Crispen Fry on April 21, 2008, 06:42:40 AM
The "I can do everything character", can do everything, but seldom as well as characters that specialize. So, much like the excellent advice above, a GM could simply build the storyline leaning on the strengths of others. If the GM is diverse in the game mechanics and story line, one simply can't build a do it all character that can do it all well enough.
I think that this greatly depends on the game system. In some game systems this is very difficult to accomplish, while in others, this isn't too difficult. For the most part though, I agree with you.
Quote from: Bront on April 21, 2008, 06:27:20 PM
The problem with the "I can do everything" character is that they often don't need the others though, so it makes for a less than spectacular party dynamic. It also marginalizes another character when 2 players can do something, because now even if one can do it better, it's no longer exclusively his thing, making them less unique.
I disagree, it is a great benefit to have someone who can fill in for a fallen comrad, rather than have the party be screwed when the tracker gets geeked. etc. etc.
To have to specialists of the same thing, that I would say does the above. Makes them less unique, affects party dynamic etc. etc.
Quote from: Bront on April 21, 2008, 06:27:20 PM
The other "I can do everything" character is one who simply manages to do everything using connections, brains, and OOG knowledge or skills to get stuff IG, or knows how to manipulate the rules to their advantage extensively in order to do so. Those are bad for the party dynamic as they tend to also be the spotlight hogs.
Oh yeah, why on earth would we want people using their in game connections to accomplish goals. Those bastards.
I think your wrong there Tim. Very wrong. That is the exact kind of out of the box type thinking to solve problems that I think is in very short supply these days. I wish we had more of it. Except for the OOG statement, I really didn't agree with any of the above there. Metagaming is a concept that gets squished pretty quickly at my table, often with lethal concequences. I have been privilaged to sit at tables with people who are very good at not using metagame knowlegde in game. At least for the great majority of the time.
Quote from: Bront on April 21, 2008, 06:27:20 PM
It's part of why I don't like party conflicts, or party secrets where someone is seeking to gain an edge over other players. It's not a competition, it's a party and a team.
I can see you don't like playing in evil campaigns. And for the most part, I agree. Which is why I steer away from them myself.
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Re: The Game Master
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Reply #21 on:
April 22, 2008, 05:25:43 PM »
And remember, feed the Game Master... you;ll live longer.
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Re: The Game Master
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Reply #22 on:
April 22, 2008, 07:01:38 PM »
Quote from: raistlin on April 22, 2008, 03:54:27 PM
I disagree, it is a great benefit to have someone who can fill in for a fallen comrad, rather than have the party be screwed when the tracker gets geeked. etc. etc.
To have to specialists of the same thing, that I would say does the above. Makes them less unique, affects party dynamic etc. etc.
I don't mind the filling in for a fallen comrad on occasion, so it's not an exclusive "I can track, you can't" thing, it's more a problem when one character infringes on multiple other roles.
Quote from: raistlin on April 22, 2008, 03:54:27 PM
Oh yeah, why on earth would we want people using their in game connections to accomplish goals. Those bastards.
I think your wrong there Tim. Very wrong. That is the exact kind of out of the box type thinking to solve problems that I think is in very short supply these days. I wish we had more of it. Except for the OOG statement, I really didn't agree with any of the above there. Metagaming is a concept that gets squished pretty quickly at my table, often with lethal concequences. I have been privilaged to sit at tables with people who are very good at not using metagame knowlegde in game. At least for the great majority of the time.
This is probably me not wording it correctly. Basicly, there are players who will set their character up to be able to do so many things well enough that the party becomes extra bodies for them because their only limit is the fact that they are one person. I've seen it done using contacts, using gear, using OOG knowledge (often not metagame in the normal sense, but advanced knowledge about a subject from OOG being used in game, OOG skills used in RP situations, etc), or simply knowing a game system and how to manipulate it.
An example from a story I've heard elsewhere: In a roleplay heavy campaign, where many in game situations are resolved though roleplay over die rolls for nearly everything outside of combat. One character in particular did much of the party negotiations. Well, the player of this character just happened to, for his job, negotiate multi-million dollar contracts, and had a decided edge over the GM, no matter what his skill in diplomacy said on his character (And I believe he did actualy have skill in it according to the story, I read it a few years ago though). The GM, in fairness to others, as well as to alleviate some frustration, started requiring diplomacy checks during negotiations.
The above GM is trying to be fair, and the player is not necessarily intentionally trying to exploit his knowledge of negotiations, but it happens, and a good GM adjusts.
Other examples include anywhere from simple player requests of gear or modifications that are perfectly normal, real, and logical, but excluded from the game for balance, ease of use, sanity, or setting reasons ("No, your Ranger can't have a switchblade" ), players who regularly exploit loopholes in the system, etc.
Hopefully that's a bit clearer. I'm not against thinking outside the box, I'm against abuse of it.
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Re: The Game Master
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Reply #23 on:
April 22, 2008, 09:05:01 PM »
As anyone who has played 3.5 w/me in the last few years will tell you, I am kinda...backwards... My favorite class is the
bard
. In the class description it states 'jack of all trades, master of none.' Should bard characters be outlawed? Heaven forbid the day. In fact, very few ppl play that class because, well, it kinda sucks. I mean, c'mon...even the holy men (clerics) have more offensive capabilites than the bard. They are dead last for offense. But in every other area...they can play second fiddle to every other key class. Party buffs? Check. Bigtime. Healing? Check. Infiltration? Check. Most of the non-dmg dealing arcane stuff? Check. Obscure lore/linguist/information gatherer/fund raiser? Yep, check. If you do not mind not being able to wade thru a bunch of baddies, and not being able (without the use of the Use Magic Device skill) to call arcane pwnzer down on your foes, it is a pretty decent class. If there is no cleric, thief, or mage, they will be missed. But the bard can almost fill their shoes.
What the true point my prattling prose is trying to do is this...
If the GM can give the players the freedom to pursue their own goals, and at the same time keep their growth at a
steady
incline, everyone will have fun. I know I enjoy playing my wussy bard...
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Re: The Game Master
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Reply #24 on:
April 23, 2008, 06:46:53 AM »
It's fun to read this, with so many good gamers/GMs. I think we all basically know that some player will eclipse others and we need to use various techniques to make the story fun for all. That includes the people who are larger than life, thinking outside the box, or using their personal know how over came mechanics. It should be fun for them and for the quiter types.
There are lots of ways to tackle it and to some point it comes down to GM style. I don't think I ever have taken a player aside to talk to them about how to roll play. I just let the consequences for their character play out. GM power gives one a decided advantage to set the stage in a positive light and to highlight characters which get eclipsed. The quiter players are often happy with just a minute or two in the spotlight, and the larger than life players will step right up as soon as you let them. The GM just needs to involve everyone, and not let all the GM tasks detract from the story and it's appeal to each player.
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Re: The Game Master
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Reply #25 on:
April 23, 2008, 07:20:44 AM »
Agreed!
I think a good exercise would be to give examples..
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Re: The Game Master
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Reply #26 on:
April 23, 2008, 10:19:26 AM »
Quote from: Rakor on April 22, 2008, 05:25:43 PM
And remember, feed the Game Master... you;ll live longer.
That goes without saying. Its an unwritten rule.
Quote from: Bront on April 22, 2008, 07:01:38 PM
I don't mind the filling in for a fallen comrad on occasion, so it's not an exclusive "I can track, you can't" thing, it's more a problem when one character infringes on multiple other roles.
Thats pretty much the definition of a generalist. And it doesn't "infringe" on multiple other roles, it "backs them up." Whithout lucky dice rolling, a generalist will never outshine a specialist in what they do best. Case in point, Drew's afore mentioned Bard. I mean c'mon, how many of us respect the Bard? It used to be a kick ass class in 1st edition. Now it sucks. And I give Drew props because he role plays an awesome bard. The only thing that could make him a better Bard player is if he actually could braek out the poetic rymes while role playing his Bard. That would be awesome. But, if he were the next Eminem, He proly wouldn't be hangin' with us chuckin' dice. He'd be off spendin' his millions.
Quote from: Bront on April 22, 2008, 07:01:38 PM
Basicly, there are players who will set their character up to be able to do so many things well enough that the party becomes extra bodies for them because their only limit is the fact that they are one person.
Most game systems are not set up to allow that to happen without seriously breaking the character generation rules. And if the GM breaks the gen rules to allow that, he's calling it down on his own head.
Quote from: Bront on April 22, 2008, 07:01:38 PM
using OOG knowledge (often not metagame in the normal sense, but advanced knowledge about a subject from OOG being used in game, OOG skills used in RP situations, etc
That is what metagaming is. And it is easily handled. Kibitzing is a far more tricky thing. And I remember Verne's house rule, "if you kibitz a course of action, the character cannot perform it, he must do something else." So even kibitzing pretty much never happened.
Quote from: Bront on April 22, 2008, 07:01:38 PM
One character in particular did much of the party negotiations. Well, the player of this character just happened to, for his job, negotiate multi-million dollar contracts, and had a decided edge over the GM, no matter what his skill in diplomacy said on his character (And I believe he did actualy have skill in it according to the story, I read it a few years ago though). The GM, in fairness to others, as well as to alleviate some frustration, started requiring diplomacy checks during negotiations.
The above GM is trying to be fair, and the player is not necessarily intentionally trying to exploit his knowledge of negotiations, but it happens, and a good GM adjusts.
Thats what happens when a GM stresses what a player knows over what the character knows. It creates those types of situations and he should have gone with the rolls at the beginning,
especially
since the guy was a negotiator by trade. I remember a similar situation when I played in Drew's Serenity game. My character had taken infiltration as a skill at d8 or something and Drew expected me to role play through breaking into a place I was like, "I don't break and enter for a living! I have no frikking clue what I'm doing. Thats why I bought the skill!" Its a rookie mistake that most if not all GM's make. Role play is the name of the game, until it comes to what the player knows over what the character knows, than it's roll playing. Dice are as integral to RPGing as the paper and imagination needed for it. (don't even get me started on Amber)
Quote from: Bront on April 22, 2008, 07:01:38 PM
Other examples include anywhere from simple player requests of gear or modifications that are perfectly normal, real, and logical, but excluded from the game for balance, ease of use, sanity, or setting reasons ("No, your Ranger can't have a switchblade"
How is a ranger wanting a switchblade "perfectly normal, real, and logical??"
Quote from: Bront on April 22, 2008, 07:01:38 PM
players who regularly exploit loopholes in the system, etc.
A good GM can patch the loopholes in most systems with good judgement and common sense. There are those systems where, like 1st ed Shadowrun for example, where it becomes more like trying to save a sinking ship with a band-aid. Those game systems are better off not being played. (yep, I said it)
Quote from: Bront on April 22, 2008, 07:01:38 PM
Hopefully that's a bit clearer. I'm not against thinking outside the box, I'm against abuse of it.
No, its not. Or just wrong. Without metagaming, I don't think its possible to "abuse" thinking outside of the box. Thats the kind of thinking that perpetuates the current hack and slash philosophy that is so prevalent today, "why think ouside the box when we can just attack the obstacles in our way?" I think you are on the wrong track here. Of course that is just my measly opinion. I know that doesn't amount to anything, so what do the rest of y'all think? Perhaps if it comes from someone other than me, it will lend some creadence to what I'm saying.
Quote from: Drewcifer on April 22, 2008, 09:05:01 PM
As anyone who has played 3.5 w/me in the last few years will tell you, I am kinda...backwards...
I would
not
call you backwards. I think you have just progressed beyond the need to play the next incarnation of a greek god in combat, to playing something interesting and fun to "role play." What I mean is this; what fun is it to keep repeatedly playing characters that can slay a million orcs by themselves but are no fun to role play? 2 dimentional combat monsters are fun to play for a while, but eventually, they will get tiring to play and any player is going to loose interest in gaming unless they start creating "interesting" characters to play. And the coolest thing is that "interesting" is different for each individual player, so sitting at the gaming table will never get old. I could game till the end of my days and be perfectly happy. Gaming is simply the greatest hobby on the face odf he planet. On-line gaming could never replace it, nor could CCG's. Long live the dice!
Quote from: Crispen Fry on April 23, 2008, 06:46:53 AM
It's fun to read this, with so many good gamers/GMs. I think we all basically know that some player will eclipse others and we need to use various techniques to make the story fun for all. That includes the people who are larger than life, thinking outside the box, or using their personal know how over came mechanics. It should be fun for them and for the quiter types.
There are lots of ways to tackle it and to some point it comes down to GM style. I don't think I ever have taken a player aside to talk to them about how to roll play. I just let the consequences for their character play out. GM power gives one a decided advantage to set the stage in a positive light and to highlight characters which get eclipsed. The quiter players are often happy with just a minute or two in the spotlight, and the larger than life players will step right up as soon as you let them. The GM just needs to involve everyone, and not let all the GM tasks detract from the story and it's appeal to each player.
Quote from: Crispen Fry on April 23, 2008, 06:46:53 AM
roll play.
Ah ha! Finally! A kindred spirit!
Quote from: Crispen Fry on April 23, 2008, 06:46:53 AM
I just let the consequences for their character play out.
Indeed. I am a firm believer in consequences for a characters actions. Thats why not too many people play evil characters in my campaigns.
Well, that wraps up my opinion on the subject, for what little thats worth. I'll stop "discussing" this topic now, so you all can get back to normally discussing it.
T
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Re: The Game Master
«
Reply #27 on:
April 23, 2008, 07:05:19 PM »
I've seen characters made within the rules that manage to infringe or overshadow several other characters in their concept by either closely matching or surpassing specialist characters. A good generalist, the "Jack of all trades, Master of None" is not the problem, and only becomes a problem when it evolves into the above.
Quote from: raistlin on April 23, 2008, 10:19:26 AM
Kibitzing is a far more tricky thing. And I remember Verne's house rule, "if you kibitz a course of action, the character cannot perform it, he must do something else." So even kibitzing pretty much never happened.
I remember that. That little gem cost one of my characters 3-4 endurance and 2 strength.
(I admitedly chose to obay the rule and was not forced to, so no hard feelings)
Not saying it's a bad idea either. Means other players need to keep their mouths shut sometimes.
In more casual games, I encourage some Kibitzing though, as often players less familiar with the rules or their character do require some help with the game, and friendly encouragement that can result in Kibitzing isn't always bad.
The ranger wanting the switchblade was an example I actually encountered (we were 10-12 at the time), and was an example of out of setting. He knew how to make it, and technology was in theory there, but the GM said no.
As for the other stuff, I'm going to drop that, mostly because I can't explain my case any more without bringing in specific people, situations, and names, and that's not needed nor productive.
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Re: The Game Master
«
Reply #28 on:
May 06, 2008, 08:04:46 PM »
Quote from: Drewcifer on April 22, 2008, 09:05:01 PM
If the GM can give the players the freedom to pursue their own goals, and at the same time keep their growth at a steady incline, everyone will have fun. I know I enjoy playing my wussy bard...
When you say wussy bard...are you refering to your Roly Poly Elf? Just checking.
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Re: The Game Master
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Reply #29 on:
May 06, 2008, 09:35:20 PM »
Quote from: Bront on April 23, 2008, 07:05:19 PM
That little gem cost one of my characters 3-4 endurance and 2 strength.
Did you get grevious'd, and forego burning your shield to ignore the effects of the grevious table?
Quote from: Bad Ash on May 06, 2008, 08:04:46 PM
When you say wussy bard...are you refering to your Roly Poly Elf? Just checking.
Sure am. You couldn't possibly be thinking about Dink, could you???
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