Hidden 11 yrs ago Post by Agent B52
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Agent B52

Member Seen 8 yrs ago

43) A GM is not in a competition with his/her players. It is never the goal to try and kill your PC's.

44) Sometimes your players are stupid and insist on getting themselves killed. Do not hesitate and show no mercy once they have crossed the line (just remember to warn them repeatedly and clearly where that line is, as per 4, 18 and 21 of this list).

45) For dice based systems it is infintely better to use 'fail forward'. Even for critical fails. Example, a player critically fails to jump on a table, despite their character being a world class acrobat. Instead of slipping up like an amateur, make it so that the table leg snaps because it is rotten wood or an enemy gives the table a shove just as the acrobat lands. This reflects either the unlucky nature of the roll, or it makes your enemies seem more badass (and thus that more satisfying to defeat).
Hidden 11 yrs ago Post by Brovo
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Brovo

Member Offline since relaunch

46) The GM is constantly using scapegoats for their failures.

47) The GM is drunk.

48) The GM is high.

49) The GM is dead.

50) The GM decides to troll their players... In the IC.
Hidden 11 yrs ago Post by Alphakoka
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Alphakoka

Member Seen 10 days ago

Alright, let me poke at this first:

a list for GMs to see and know what they shouldn't do too many times in their RPs.

1) A GM should never just blindly accept CSs just because the person(s) is their friend(s).


So, a GM shouldn't not never blindly accept a CS?
Hidden 11 yrs ago Post by Hellis
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Hellis Cᴀɴɴɪʙᴀʟɪsᴛɪᴄ Yᴇᴛ Cʟᴀssʏ

Member Seen 3 yrs ago

51) A GM should be prepared to improvise at all times.
52) Entertainment over plot, always.
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