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As I said in the last part of this leg of GM as God, settings are bullshit. There are no vampires and elves. Even in grounded settings, real human beings are interested in a whole bunch of ordinary things I doubt you have any interest in playing. Haggard morning video blogging! Couldn’t sleep! Here I talk about engaging a setting through its premises instead of rejecting it, using that to invent cool stuff, and how Libertarians in space are irrelevant. Oh boy. Are you [...] My last post in the GM as God series was a little too abstract so I want to elaborate a little by talking about an example of it succeeding in one of my own games. So: One of the most difficult tasks for any GM is to fully integrate the players’ character portrayals with the world. This can be a deeply hidden problem because groups tend to get right to how everyone gets along instead of exploring root issues. It might generate animosity. We might end up talking about “dysfunctional relationships” [...] So, here’s part one of the GM as God series. This article is pragmatic and tip-filled. I’m going to jump around between straightforward business and the Art, though. It’s easy to hate the GM. It’s a cheap and easy way to look clever – has been for the history of the hobby. One of the first things any would-be game design revolutionary does is alter or eliminate the job. These are shallow, reflexive reactions, but they’re also understandable. A really bad GM breaks [...] |
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