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What -specifically- do you love to do as a GM?

Started by TonyLB, November 15, 2006, 08:37:29 AM

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TonyLB

So, Levi ... where are the synergies with the other people at the table?  What do they do that helps you get to this bit?  How do you, by doing your bit, help them?
Superheroes with heart:  Capes!

Levi Kornelsen

Quote from: TonyLBSo, Levi ... where are the synergies with the other people at the table?  What do they do that helps you get to this bit?  How do you, by doing your bit, help them?

They question part of the world (often by adding little things to it), and I make up the detail whatever they're questioning.

It's good for them because it lets them point at whatever they like and go "details!", and get them, and act on them.

Also, it's like a little mini-game, called "stump the GM" - it's not a safe game to play, though, since if I'd been really stumped, I would have responed "He tells you.  What does he tell you?"

KrakaJak

Quote from: TonyLBOkay.  What do the players do that can help you do this?

What is the benefit to the players of your doing this?  What does it help them do in turn?
Players can help me do this by playing rationaly. If they play fuck all characters, or to provide OOC comic relief or just a stat-block it will ruin the impact a situation like that is capable of.
 
Given RPG characters are usually some extension of the player themselves, and as a fantasy it helps them by allowing them to apply there own morality or the morality they are exploring to the test in a safe way. Hopefully spawning them to think about the choice they made in-game outside of the game and hopefully giving them.
 
It also gives their character a scope of dimension. Having your character put in a situation like that can create a personality to them.
 
It also helps establish that the choices they make in game really matter. That my games are more about their players' characters' character then how bad ass they are.
 
I do apply this rarely, but when I do, I  relish in it. It also applies to any kind of player. It doesn't matter if you're a Munchkin with all the power in the world. The real question is, what do you do with it :)
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

TonyLB

Quote from: Levi KornelsenIt's good for them because it lets them point at whatever they like and go "details!", and get them, and act on them.
That's ... still rather something you're doing, isn't it?  I think what I'm trying to get at is ... what does a richly detailed world let the players do apart from simply hearing the details?
Superheroes with heart:  Capes!

Levi Kornelsen

Quote from: TonyLBwhat does a richly detailed world let the players do apart from simply hearing the details?

1. Clear up their picture of the world - detailing puts us more and more on the same page as to the content of the fiction, letting them add their own stuff and their own actions with more confidence.

2. 'Flag' the kind of stuff they dig.  If they look around for funny stonework all the time, I'm gonna put some in, sooner or later.

TonyLB

Ah!  Now when you point out that having more details lets them create material in the game with more confidence, that's just the kind of "What does it let the players do?" stuff I'm talking about.  Thanks!  Sorry for pestering you about it ... but not too sorry, because it got results :D
Superheroes with heart:  Capes!

David R

Quote from: TonyLB(1) What specifically do you do as a GM that gives you satisfaction and pleasure?

The best part of my job is creating an atmosphere where the players get so caught up in the action that their original character concepts begin to morph into something else.

Quote(2) What is a concrete example of doing this right, and how does that compare with doing it almost-right?

In Harms Way. Most of the players had a pretty good idea of what they wanted from the campaign (okay so far just a series of adventures :D ), they had more or less kinda off determined how their relationship on board the ship would be. Two pcs  - the captain and the ship's doctor - kind of envisioned an Aubrey/Maturin dynamic.

Play begins. Professional and ideological ambition cross swords. The whole crew (other pcs) are torn between two charismatic individuals. The hoped for Aubrey/Maturin dynamic is slowly brewing into a Blythe/Fletcher Christian confrontation.

Quote(3) What can players do that supports and aids you in doing this thing that you enjoy?

Being as interested in the game as I am.

Quote(4) Is there something that the players do that you, by doing this thing you like, support and aid?

It about how passionate they are about the game. If we are in the zone, all things are possible. I know this really does not make much sense, but hey, it's the only answer I got.

Regards,
David R

Yamo

1. I like to provide a seamless, vibrant world. I like to feel like I've become one with the setting and that my players can explore that world on their own terms, always finding something facinating and challenging to do no matter where they look.

2. Doing it right is self-explanitory. Doing it almost right? I would point to subtle (or not-so-subtle) efforts to keep the PCs "on track" toward whatever adventure that you would prefer they pursue. Railroading, in other words.

3. Be proactive, dammit! This isn't some Final Fantasy clusterfuck, so don't just sit around waiting for me to tell you what the next plot point is.

4. They get to make the world their own. Set any goals they like and pursue them any way they like.
In order to qualify as a roleplaying game, a game design must feature:

1. A traditional player/GM relationship.
2. No set story or plot.
3. No live action aspect.
4. No win conditions.

Don't like it? Too bad.

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James McMurray

Quote from: TonyLB(1) What specifically do you do as a GM that gives you satisfaction and pleasure?

I like it when the world reacts to the characters' actions, putting a personal spin on the threats in the world.

Quote(2) What is a concrete example of doing this right, and how does that compare with doing it almost-right?

Without going into extreme detail, the party once maimed a young dragon to prevent it from escaping. 20 years later they came across him again. He'd turned his hatred of adventurers into a pattern of joining parties (polymorphed) and then killing them when they made a big score.

Doing this partially right would have involved making the dragon a rumor or a member of another group. I had him join their group for maximum screw factor.

Quote(3) What can players do that supports and aids you in doing this thing that you enjoy?

Act realistically for the character. If you slip into video game dungeon crawl mode I start to lose interest fast unless the dungeon has some really nice tactical challenges in it.

Quote(4) Is there something that the players do that you, by doing this thing you like, support and aid?

My players look for every advantage they can find in the world. That gives me plenty of opportunities to slip the fun repercussions in.

Mystery Man

Quote from: TonyLBAs required by the first post, I am now mercilessly mocking you ... particularly your little peep-hole avatar!  What kind of sick ... uh ... sicko are you, you ... uh.

Man, I'm no good at this.  Just give a more elaborate answer, huh?

I'm no good at elaborating. I'd rather have some fries and a steak. :frenchfries: :steak:
 

flyingmice

Quote from: David RIn Harms Way. Most of the players had a pretty good idea of what they wanted from the campaign (okay so far just a series of adventures :D ), they had more or less kinda off determined how their relationship on board the ship would be. Two pcs  - the captain and the ship's doctor - kind of envisioned an Aubrey/Maturin dynamic.

Play begins. Professional and ideological ambition cross swords. The whole crew (other pcs) are torn between two charismatic individuals. The hoped for Aubrey/Maturin dynamic is slowly brewing into a Blythe/Fletcher Christian confrontation.

David, that utterly rocks! The potential for great gaming there is awesome!

:D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

David R

Quote from: flyingmiceDavid, that utterly rocks! The potential for great gaming there is awesome!

:D

-clash

Thanks.

I think I'm an IHW fanboy :)

The other day I was in one of my players house. She is the one who keeps most of our rpgs. Amongst all the d20 and Wotc(and a lot of TSR) stuff, there were games like Cold Space, Nicotine Girls, Sorceror (which I wasn't even aware we had)....it's kind of thrilling really, it's like discovering S&M stuff peeking out of the regular porn the girl you are currently seeing keeps in her room :D

Regards,
David R

Dominus Nox

I like creating a puzzle for my players and leaving clues for them, seeing how many they need to jump to the right conclusion. I like creating a good SF setting with as much logic and consistency as possible, and seeing the players explore it and find it interesting.

I also like using people I dislike as NPC villians in my games, as I did with andy hackard at a convention traveller game I ran in october.

I also like adapting a GOOD SF plot into a good adventure.
RPGPundit is a fucking fascist asshole and a hypocritial megadouche.

flyingmice

Quote from: David RThanks.

I think I'm an IHW fanboy :)

Thanks, David, glad you're enjoying it! :D

Quote from: David RThe other day I was in one of my players house. She is the one who keeps most of our rpgs. Amongst all the d20 and Wotc(and a lot of TSR) stuff, there were games like Cold Space, Nicotine Girls, Sorceror (which I wasn't even aware we had)....it's kind of thrilling really, it's like discovering S&M stuff peeking out of the regular porn the girl you are currently seeing keeps in her room :D

Regards,
David R

Hehe! That's an interesting collection. I like your simile. :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT