Warning: preg_replace(): The /e modifier is deprecated, use preg_replace_callback instead in ..../includes/class_bbcode_alt.php on line 1270

Warning: preg_replace(): The /e modifier is deprecated, use preg_replace_callback instead in ..../includes/class_bbcode_alt.php on line 1270
<![CDATA[Pen & Paper Games - Blogs - A Flannel Shirt]]> http://www.penandpapergames.com/forums/blog.php/4930-A-Flannel-Shirt Pen and Paper Games hosts a very powerful, but easy to seach and join database of players and game masters in the United States and Canada. Our forums are also a great place to find the most recent news, product releases, tips, and rpg discussion. en Fri, 09 Dec 2016 11:42:46 GMT vBulletin 60 http://www.penandpapergames.com/forums/pnpg_style/misc/rss.jpg <![CDATA[Pen & Paper Games - Blogs - A Flannel Shirt]]> http://www.penandpapergames.com/forums/blog.php/4930-A-Flannel-Shirt Control http://www.penandpapergames.com/forums/entry.php/1486-Control Tue, 21 Dec 2010 20:14:42 GMT *Control - You must learn control! *Some GM/DM/ST Advice: The Monolog There are times when you are running a game, and you set up the great... Control - You must learn control!

Some GM/DM/ST Advice:

The Monolog

There are times when you are running a game, and you set up the great encounter facing the big bad evil guy and the guy is about to spill the beans on his master plans. Clichť to the max but it happens. Ok there is always one smart ass player that will want to shoot him before he is done. As a rule of thumb just ask to not attack until after the monolog. This will solve a lot of issues.

Your feelings as a GM will be run through the ringer on many occasions. Just let it slide. You spend all your time working on an encounter just to have someone say or do something stupid. Let it go. There WILL be a time when the players will put you in a situation where you are not prepared. They will ask you a question and you will just spit out the first answer that comes into your head. What type of mine are we in? A steel mine? For real? Laugh it off as just a mistake and change it to something else. Or leave it steel and have them figure out how that is possible. Donít take it personal, donít attack the players IC and OOC for a simple slip. Just let it go. Another example is you just create this big bad ass and decided to name him Ajax. Mythologically Ajax was considered the second greatest warrior after Achilles, but it is also a cleanser. The players might play on that and start calling him toilet bowl or A sucks etc. Just let it go. This also brings me to my next point.

You have to know when to put your foot down. If the toilet bowl comments are starting to really bother you then remind the players enough is enough and letís play. You need to find a nice way to do this. If you start being abusive you will lose your players fast. Donít be a drama queen about it, be an adult. If your players are provoking you constantly then get new players, ask them to behave or leave. You as the GM need to have fun too.

Leadership is rather important quality as GM. You are the one solely responsible for the GAME. You are the teacher, the leader, the god but that doesnít mean you need to be a spiteful god or a giving god. Finding the correct balance takes a lot of time and practice, the best advice I can give for this entire rant is to check your ego at the door. The GM needs the players as much as the players need the GM. If you spend time working together, you will have more fun playing the games.


P.S
If a player ever throws their dice at you for a low roll it is best just to never invite this person back. Even after a year this person may still be accusing you of railroading. Take my advice and just let them walk because they will never grow up. ]]>
A Flannel Shirt http://www.penandpapergames.com/forums/entry.php/1486-Control
GM Style - Originally Written - Jul 6, 2010, 1:46pm http://www.penandpapergames.com/forums/entry.php/1449-GM-Style-Originally-Written-Jul-6-2010-1-46pm Thu, 18 Nov 2010 16:18:43 GMT I've come to the recent conclusion about my own styles lately.

I'm a dice chucker and this is why. If there were no stats there would be no dice and there wouldn't be a game. It would only be an interactive story. During yesterday's chat room game Dan/Sabby was facing an angry mob of 38. For the purist role player he played his character. He decided to retreat back into the store front and talk with the people. The clues that were presented to him (getting shot at 38 times and only needing to deflect twice) let him know that if he decided to attack he would have been able to easily kill them. For the dice chuckers I asked him to roll persuasion to convince the people not to attack. From a GM point of view I was looking for a set combination of words that would calm the mob.

"Lower your weapons. I'm just stopping these people from looting the burning building."
Was Sabbyís first response and wasnít going to be good enough for the mob to stop their advance.

The people open fire on you again sabby,,,you are not hit, but you deflected 3 shots.
Then after a few more exchanges Sabby starts to play on the mobs lack of wealth. Which is what I as a GM was looking for.

Sabby: "Just because the empire treated you like trash, does not mean that you can't be more then you are. The New Republic is always looking for more able soldiers, and workers."
At this point the mob was listening and a roll was used. The DC for that check was 15. It was a lower DC due to the words that Sabby/Dan used. If he said something like lower your weapons or die (he originally tried something like that) then that DC would have been 20-25 due to these people have nothing to really live for.
Dan rolled a 12 + 6 = 18

At this point the mob was on Sabbyís/Danís side, all but 4 of them. Those 4 then shoot at Sabby. Next round 14 members of the mob point their weapons at the 4 that just shot at Sabby. Why? Because Sabby said they may have work for them. They want to protect their chance for a better life.

This is where it gets kind of funny.

Sabby: "Just lower your weapons we can work this out. I don't want anyone to get hurt."
[17:12] Deep Thund: roll it
[17:12] OnlineHost: Danimal 924 rolled 1 20-sided die: 2

The DC for this roll was 20. The people once again donít care they just want a better life. If Dan/Sabby said something like ďIím sure we can find work for everyone the DC would have been 15. However it didnít matter because the roll was so low and the 14 decided that they need to protect Sabby (their meal ticket).

IMO this is a great example of a fair balance of Roll playing and Role Playing. This is what is going through my head when we are going through encounters. I did not plan any of this a head of time and it was all done on the fly. The rolls and actions of Dan/Sabby changed the story drastically. If Dan/Sabby would have kept saying things like ďDonít make me kill you, I donít want to hurt you, and this isnít worth it Dan/Sabby would have murdered the entire group because Sabby would have needed to defend himself. Is a dark side point warranted if that happened? I would say no, Sabby defended himself. Through Danís/Sabbyís actions and words he was able to defuse the situation.

The dice and a characters choice of words play an equal factor in my games. This is a perfect example of it. ]]>
A Flannel Shirt http://www.penandpapergames.com/forums/entry.php/1449-GM-Style-Originally-Written-Jul-6-2010-1-46pm