Ever realize you do something wrong?

OOC commentary and whatever else you want to chime in with.
Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Ever realize you do something wrong?

Post by Ndreare »

So just listened to Ken & Robin talk about stuff and in this latest episode they covered some great stuff I have been doing wrong in their last portion during the writers hut.

Without realizing it I have been leaving things to open in a lot of my games. Specifically in this case addressing choices and how they are presented during play and character creation. As a GM I feel a lot of the time I fail in this by leaving things to open. Trying to avoid rail roading I am instead leaving players without direction. Instead I need to provide basic choices they can make without them feeling endless.

You guys ever listen to advice and realize, wow I have been messing that up?

What is you best GMing advice?

PS: Link for those who care. http://www.kenandrobintalkaboutstuff.co ... y/podcast/
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Ever realize you do something wrong?

Post by High Command »

Best GMing advice, constantly involve players in the narrative, often before its written. I rarely let them know that's what we're doing, but I do it from time to time in ways that discuss the overall world or bring up "past games" and see how they react. watch your phrasing, but ask questions and incorporate the answers.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Ever realize you do something wrong?

Post by Pender Lumkiss »

Prepare nothing other than a few loosly related plot points. Like Patrick said, use the players (their actions, their backgrounds, and so forth) to fill in the rest. Oh and get them loot!

I mess everything up and incorporate all feedback into future sessions.

One of the things I dislike so far about the epic Dan and I are running is that it is really hard to touch on each characters goals or background. Sure we have a big bad set up threating to dystroy the world, and so forth. But I like stories that are more personal and a direct reaction to the characters actions.
Field Team Six Bennies
3/6
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Ever realize you do something wrong?

Post by Tiberius »

I don't worry about railroading players. In my experience if they don't want to follow the narrative they won't. :D I do agree though that the narrative should be clear on what is expected to be the players' course of action even if they don't end up doing that. Especially in a PbP environment things can stall if everyone is thinking uh what do we do now? In a FtF environment it usually only takes a few awkward moments of silence as your players stare at you with a blank look before a competent GM realizes he may have left things too vague. :D
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
Post Reply

Return to “Out of Character Topics”