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The greatest trick the GM ever played....

Started by David R, April 17, 2006, 06:10:10 AM

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David R

...was making the players think he never existed.

When your players say, that it was a great game, they really had fun, and it was as if you( the GM) were not running the game, but rather playing in the game with them....wait untill they encounter the Dragon. (Joke, joke...i joke because i have the monsters guide as a "players manual").

Regards,
David R.

David R

What is the greatest misconception you learnt about GMing when running games?

With me i guess, it would be that my vision although appreciated did not necesarrily translate to either player enjoyment or participation...learnt that the hard way.

Regards,
David R.

Maddman

Quote from: David RWhat is the greatest misconception you learnt about GMing when running games?

You don't have to have everything prepared ahead of time.

Making a game "realistic" will not make it any more fun.

From a GM's perspective a PC's background is not nearly as relevent as a strong concept.

The most telling aspect of a game's quality is how well the pacing matches the player's mood.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
The Watcher\'s Diaries - Web Site - Message Board

Levi Kornelsen

Quote from: MaddmanThe most telling aspect of a game's quality is how well the pacing matches the player's mood.

Matches or creates, I'd say.

Yeah, I'm nitpicking.  Sorry.

obryn

I've learned that, no matter how little I prepare ahead of time, my players will only get through half of it by the end of the night.

I've learned that it's the little things and cheap tricks which stick in my players' minds.  (For instance, in CoC, I occasionally startle them during tense scenes.  I do little things like slamming my hand on a table, subtly throwing a coin at the wall behind them, or covertly play a sound file on my laptop.  Tonight, I'm going to start playing insane pipe music on a computer a few rooms away with a 3-minute silence gap preceding it...)

Finally, I've learned that I don't need to know exactly where everything is going in a campaign.  If I throw in a random spooky occurrence, NPC, or tiny reference, all I need is a note to myself.  I can work it in later on down the road, making me look like I had brilliantly planned it that way all along.  This gives a fantastic illusion of consistency that's flexible enough I can work with whatever the players want to do. :)

-O
 

David R

QuoteFinally, I've learned that I don't need to know exactly where everything is going in a campaign.  If I throw in a random spooky occurrence, NPC, or tiny reference, all I need is a note to myself.  I can work it in later on down the road, making me look like I had brilliantly planned it that way all along.  This gives a fantastic illusion of consistency that's flexible enough I can work with whatever the players want to do. :)

This is i really dig. It's a trick that took me a long time to master. Those damn players, always looking out for the smallest detail. Seeing importance in the most insignificant events....

Regards,
David R.

Technicolor Dreamcoat

I've learned that if the players fixate on an insignificant detail, have it become significant.

I've learned that the delivery is just as, if not more important than the content.

I've learned that players often come up far better explanations than me.

I've learned that I can get away with murder as long as the players have fun.

And I'll have to echo Obryn in that I've learned that no matter how much I think the players will progress, they'll be slower.
Any dream will do

obryn

Quote from: Technicolor DreamcoatI've learned that if the players fixate on an insignificant detail, have it become significant.
I do this, too. :)

It's good advice.

-O
 

blakkie

I've learned:

The table can write a better story/joke/epitaph than I ever could hope to.

Quality rules and a set of dice have a great story to tell too if you'll just trust them to tell you it and then listen carefully.

That the players can be too damn smart for my own good.

-- I tried my damnest to pass this last lesson on to every other GM I've played with. Multilple times if possible. :deviousgrin:
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

David R

Quote[=Technicolor Dreamcoat]I've learned that if the players fixate on an insignificant detail, have it become significant.

Sometimes though insignificant details just leads to herring hunts.

QuoteI've learned that the delivery is just as, if not more important than the content.

Preach it brother. I have often strayed over to the wrong side(if there is a wrong side) on the style over substance divide.

QuoteI've learned that players often come up far better explanations than me.

The trick is to give the players what they want in packages they would never expect. And the fun for all begins when they attempt to unwrap said packages.

QuoteI've learned that I can get away with murder as long as the players have fun.

I was wrong...perhaps this is the greatest trick.

Regards,
David R.