Post by Paul on Jan 23, 2010 12:09:28 GMT -6
So I'm bored.
My GMing style can be harsh at times but that is life. I don’t like to waste time looking up rules, if it isn’t too important I will just make something up. If you feel that the players are always right and things should always go their way then you are the not the right gamer for my group. If you feel that complaining and whining about 200 random robots show up to kill you then stop reading now. I don’t feel it is railroading if a story unfolds in front of your characters. This IS the situation you can either deal with it or leave. TRUE role players deal with it and play accordingly, isn’t that the point? I use a cause and effect style of GMing. In the above example about 200 robots if you attack you die, if you surrender you will be locked in a dungeon and need to escape, if you run you live to fight another day and if your friends surrendered then now you get to rescue them. That is how I do things. From a players point of view it may appear as railroading, but that is impossible because I tend to make up my games on the spot based on character actions.
I prefer more details on your characters actions. I don't like it when players simply state I roll my intimidation skill. Play your character, not the stats. Orion walks up to the security guard, puts his nose straight in the guards face and with a stern gruff voice says “If you don’t let me in, I am going to hunt down every member of your family and eat them for dinner!” Then roll the skill, as a GM I grant bonuses to rolls done in this fashion.
If you are a player that consistantly tries to derail the game then don't apply. I will fight cheese with cheese, don't like it then leave.
Place keeper
I am looking for any interest in the following:
Due to conflicting work schedules I’m down to only two other players.
I have current campaigns that are in need of 2-3 more people.
Star Wars Saga – Our main game.
TSR Marvel Super Heroes – The current group of two have not played MSH outside of our play by post together. The one guy has played the game in person with me before, the other has not.
I’ve had people have issues with my GMing style in the past. That was mainly due to the fact that I don’t tolerate whiners and power gamers. If the dice don’t go your way, don’t throw them at me. Yes it happened. What I expect from the players is just to go with the flow and play your characters as you see fit. There may be obstacles that appear to be unwinnable by the conventional means. This in my opinion isn’t railroading, it just means the obvious solution isn’t the easiest one. There is no right or wrong in my games, there is cause and effect. If you choose to charge with weapons drawn against 200 random robots, then you must accept the consequences.
I can’t really give a % of combat vs. role playing for my games due to the fact that I just don’t prepare enough to know. I have a general game idea then I just go with the flow. You are to rescue the princess, she is in the castle. That is about all I ever prepare. It is up to the players to guide me through the rescue. I may have a few encounters planned, but only stats and of that nature. There is a traveling Paladin seeking a room in the inn might be something I’d do for that example. In my head I have a preconceived notion on how this Paladin will react to the group if they choose to talk to him. The group would then decide to they want to talk to him or leave him be. Cause and effect, if they talk to the Paladin he might help the group (Depending on the role play), if not then they won’t get any help from the Paladin because he left early the next morning. On the way to talk to the Paladin I need a perception roll – failure means you don’t see anything, success means you see a thief sneaking around in the shadows. Cause and effect, if you choose to ignore the thief the thief will sneak in closer to try and steal your money. If you choose to confront him then role play. The thief denies trying to steal your money, roll perception vs. deception. You detect he is lying and really wanted to steal your money. Role play, do you try and kill him or take him to the authorities? Oh you just killed the thief, so now the town guard is charging around the corner to arrest you for murder. Do you attack the guard or surrender? You surrendered? Good they throw you in jail and take away your gear, your hearing is in the morning. During that role play you convince the town constable that you were just defending yourself and to prove your good intentions you agree to rescue the princess from the castle they give you back your gear and exclaim to not return unless you have the princess. Cause and effect, one thing will lead to another, to another, to another, etc.
I think you get the point. I also tend to ramble if you didn’t notice.
PS - The thief you killed had a family, and that family is now hunting you. After you rescue the princess (or failed) that will be the next game.
My GMing style can be harsh at times but that is life. I don’t like to waste time looking up rules, if it isn’t too important I will just make something up. If you feel that the players are always right and things should always go their way then you are the not the right gamer for my group. If you feel that complaining and whining about 200 random robots show up to kill you then stop reading now. I don’t feel it is railroading if a story unfolds in front of your characters. This IS the situation you can either deal with it or leave. TRUE role players deal with it and play accordingly, isn’t that the point? I use a cause and effect style of GMing. In the above example about 200 robots if you attack you die, if you surrender you will be locked in a dungeon and need to escape, if you run you live to fight another day and if your friends surrendered then now you get to rescue them. That is how I do things. From a players point of view it may appear as railroading, but that is impossible because I tend to make up my games on the spot based on character actions.
I prefer more details on your characters actions. I don't like it when players simply state I roll my intimidation skill. Play your character, not the stats. Orion walks up to the security guard, puts his nose straight in the guards face and with a stern gruff voice says “If you don’t let me in, I am going to hunt down every member of your family and eat them for dinner!” Then roll the skill, as a GM I grant bonuses to rolls done in this fashion.
If you are a player that consistantly tries to derail the game then don't apply. I will fight cheese with cheese, don't like it then leave.
Place keeper
I am looking for any interest in the following:
Due to conflicting work schedules I’m down to only two other players.
I have current campaigns that are in need of 2-3 more people.
Star Wars Saga – Our main game.
TSR Marvel Super Heroes – The current group of two have not played MSH outside of our play by post together. The one guy has played the game in person with me before, the other has not.
I’ve had people have issues with my GMing style in the past. That was mainly due to the fact that I don’t tolerate whiners and power gamers. If the dice don’t go your way, don’t throw them at me. Yes it happened. What I expect from the players is just to go with the flow and play your characters as you see fit. There may be obstacles that appear to be unwinnable by the conventional means. This in my opinion isn’t railroading, it just means the obvious solution isn’t the easiest one. There is no right or wrong in my games, there is cause and effect. If you choose to charge with weapons drawn against 200 random robots, then you must accept the consequences.
I can’t really give a % of combat vs. role playing for my games due to the fact that I just don’t prepare enough to know. I have a general game idea then I just go with the flow. You are to rescue the princess, she is in the castle. That is about all I ever prepare. It is up to the players to guide me through the rescue. I may have a few encounters planned, but only stats and of that nature. There is a traveling Paladin seeking a room in the inn might be something I’d do for that example. In my head I have a preconceived notion on how this Paladin will react to the group if they choose to talk to him. The group would then decide to they want to talk to him or leave him be. Cause and effect, if they talk to the Paladin he might help the group (Depending on the role play), if not then they won’t get any help from the Paladin because he left early the next morning. On the way to talk to the Paladin I need a perception roll – failure means you don’t see anything, success means you see a thief sneaking around in the shadows. Cause and effect, if you choose to ignore the thief the thief will sneak in closer to try and steal your money. If you choose to confront him then role play. The thief denies trying to steal your money, roll perception vs. deception. You detect he is lying and really wanted to steal your money. Role play, do you try and kill him or take him to the authorities? Oh you just killed the thief, so now the town guard is charging around the corner to arrest you for murder. Do you attack the guard or surrender? You surrendered? Good they throw you in jail and take away your gear, your hearing is in the morning. During that role play you convince the town constable that you were just defending yourself and to prove your good intentions you agree to rescue the princess from the castle they give you back your gear and exclaim to not return unless you have the princess. Cause and effect, one thing will lead to another, to another, to another, etc.
I think you get the point. I also tend to ramble if you didn’t notice.
PS - The thief you killed had a family, and that family is now hunting you. After you rescue the princess (or failed) that will be the next game.