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Author Topic: 1002 bad GM Tips  (Read 16572 times)

TolyK

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Re: 1002 bad GM Tips
« Reply #150 on: January 04, 2013, 09:26:04 am »

I am so, so guilty of that.
Me too.
Then again, there's currently only one person playing the game in my sig, so that sucks.

161. Any problem should be solvable with guns.
162. ... and/or explosives.
163. ... and/or other forms of violence.
164. ... but NO, pacifist elves gtfo.
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scapheap

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Re: 1002 bad GM Tips
« Reply #151 on: January 04, 2013, 09:37:22 am »

Then again, there's currently only one person playing the game in my sig, so that sucks.
It probable because the story slow, I like slow parts since it allow me gather myself and it opposed the action parts, but other people well...
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Harry Baldman

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Re: 1002 bad GM Tips
« Reply #152 on: January 04, 2013, 10:25:56 am »

165. Players saved someone/something from destruction? Did something good for once? Have it blow up in their face immediately. Destroy that town and have the saved people be eaten by vampire bears or something.

166. Create a character whose only purpose is to annoy the players ceaselessly. Make it invulnerable in some ridiculous way. Better yet, make this character the focus of the entire plot. Your beautiful, beautiful plot that the players will follow or die.
« Last Edit: January 04, 2013, 10:28:25 am by Harry Baldman »
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vadia

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Re: 1002 bad GM Tips
« Reply #153 on: January 04, 2013, 01:36:06 pm »

167 wait until the characters are made to think of a campaign idea
167a and it's a really detailed campaign.
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P(ony)SI

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Re: 1002 bad GM Tips
« Reply #154 on: January 04, 2013, 02:23:10 pm »

168. If there's a player that annoys/scares/disturbs/disgusts/insults you, no matter how little, kill them off immediately. I mean, it's possible for them to die anyways, so why would anybody be upset? Your ego needs to be protected!
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TCM

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Re: 1002 bad GM Tips
« Reply #155 on: January 05, 2013, 01:54:56 am »

169. If the game has revolves around magic and/or science-fiction, it still adheres to the real laws of physics. What sort of idiot bases a fictional creation on fantasy?
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P(ony)SI

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Re: 1002 bad GM Tips
« Reply #156 on: January 05, 2013, 02:05:59 am »

169. If the game has revolves around magic and/or science-fiction, it still adheres to the real laws of physics. What sort of idiot bases a fictional creation on fantasy?
169b. If you're the GM of a universe that has magic, you can change the rules of how magic can be used any place, any time. Why? It's magic!
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Harry Baldman

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Re: 1002 bad GM Tips
« Reply #157 on: January 05, 2013, 03:39:05 am »

170. If somebody tries to use the laws of physics against you in a more realistic game, kill them. Immediately. It's physics, dontcha know?
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GreatWyrmGold

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Re: 1002 bad GM Tips
« Reply #158 on: January 05, 2013, 08:21:43 am »

169. If the game has revolves around magic and/or science-fiction, it still adheres to the real laws of physics. What sort of idiot bases a fictional creation on fantasy?

Corollary:

171. Your universe is fantasy/sci-fi? It doesn't use the laws of physics or anything. Even when the local phlebotinum doesn't get involved. When it does? Forget all laws of everything.

((I don't have any problem with real-world science being used in fantasy or science fiction--in fact, I like it better that way. Granted, you can overdo it, but it's easier to overdo the absence of science than its presence.))
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TolyK

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Re: 1002 bad GM Tips
« Reply #159 on: January 05, 2013, 08:45:56 am »

Adding to that,
172. If your world is steampunk, EVERYBODY must choose either science, or magic. No middle ground.
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Fniff

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Re: 1002 bad GM Tips
« Reply #160 on: January 05, 2013, 12:56:27 pm »

173. Magic is either ridiculously hard to find, underpowered and extremely expensive, or you can find it under a rock, it can change reality with a finger snap and cheap as all hell. What else would make sense?
174. Ordinary folk hate magic. Even if there is no drawbacks to it. Just "GRR MAGIC".
175. Mages have to be really old. Magic is an innate ability and doesn't need to be learned, you say? They still need to be old. That's how it works.

Zanzetkuken The Great

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Re: 1002 bad GM Tips
« Reply #161 on: January 05, 2013, 01:01:25 pm »

172. If your world is steampunk, EVERYBODY must choose either science, or magic. No middle ground.

Wow I was close to breaking that in my game.
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vadia

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Re: 1002 bad GM Tips
« Reply #162 on: January 05, 2013, 09:06:18 pm »

173. Magic is either ridiculously hard to find, underpowered and extremely expensive, or you can find it under a rock, it can change reality with a finger snap and cheap as all hell. What else would make sense?
174. Ordinary folk hate magic. Even if there is no drawbacks to it. Just "GRR MAGIC".
Either of those rules has its place. 
Mind you, not really in the same setting.
But in a magic is rare, but not totally rare setting the envy factor or a religious factor it's totally reasonable to have the "grr magic" factor.

both 173 & 4 are attempts to reign in crazy magic abilities. 

can I be a mage -- no
can I not be a magic user?  -- no
It is even for everybody.
Or,
Can I be a mage -- yes, but though you can kill with a thought -- you will be hated: etc.,

It isn't a great fix, but it's totally reasonable.

It may even be a sign of a bad GM.  But it isn't inherently a bad move for a GM.
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GreatWyrmGold

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Re: 1002 bad GM Tips
« Reply #163 on: January 05, 2013, 09:15:20 pm »

All of these rules are fine and often good, when used well and in moderation. Just like the good tips are bad if used excessively or exaggeratedly.
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vadia

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Re: 1002 bad GM Tips
« Reply #164 on: January 05, 2013, 09:19:57 pm »

There are quite a few rules which are not fine.  Not paying attention to your players wants/desires, is a perfect example of bad GM-mming.  You may be able to get away with it, but it's inherently bad.  [also various letting RL prejudices get in the way of everything]
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