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Author Topic: 1002 bad GM Tips  (Read 16684 times)

Harry Baldman

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Re: 1002 bad GM Tips
« Reply #120 on: January 01, 2013, 01:00:46 pm »

118.Put "IN YOUR FACE!" moments every 2 turns for players.

119. When players can't solve your "ingenious" puzzle, be incredibly smug about it.

120. If the players solve a puzzle you spent all night coming up with in 15 seconds, kill them.
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javierpwn

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Re: 1002 bad GM Tips
« Reply #121 on: January 01, 2013, 01:02:37 pm »

118.Put "IN YOUR FACE!" moments every 2 turns for players.
Arent you doing that in Roll to Wasteland??
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rabidgam3r

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Re: 1002 bad GM Tips
« Reply #122 on: January 01, 2013, 01:09:59 pm »

121. So, this one guy made a fantastic character, with a varied and believable background and psyche? Cool! Wait, that contradicts the storyline that you made up in five minutes while drunk! His character needs to go, NOW.
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SeriousConcentrate

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Re: 1002 bad GM Tips
« Reply #123 on: January 01, 2013, 10:30:45 pm »

113.Give people bonuses but forget to give them the bonuses when they need it.
*guilty*
Same here. >.>
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CyberGenesis

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Re: 1002 bad GM Tips
« Reply #124 on: January 02, 2013, 12:09:29 am »

89. When people submit character sheets, request poorly-described changes before s/he can be approved, then fail to actually give approval when the changes are made.

this is usually solved by pre-reading the rules and/or the already approved sheets
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GreatWyrmGold

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Re: 1002 bad GM Tips
« Reply #125 on: January 02, 2013, 12:18:18 am »

89. When people submit character sheets, request poorly-described changes before s/he can be approved, then fail to actually give approval when the changes are made.
this is usually solved by pre-reading the rules and/or the already approved sheets
I was thinking of an instance where the main problem was the names. The guideline given? "Fantasy names." I had actually used an Extreme Fantasy Name generator for the names. Yeah.
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CyberGenesis

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Re: 1002 bad GM Tips
« Reply #126 on: January 02, 2013, 12:25:43 am »

I fail to see how my solution isnt applicable. Name Generators for D&D NPCs will give you John Smith every so often, so yeah...
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GreatWyrmGold

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Re: 1002 bad GM Tips
« Reply #127 on: January 02, 2013, 12:33:42 am »

I fail to see how my solution isnt applicable. Name Generators for D&D NPCs will give you John Smith every so often, so yeah...
Oh, the solution can be. It just isn't always. Especially if the problem is something not explicitly mentioned, like naming conventions tend to be, and is then later not defined too well ("Fantasy" names are a wide umbrella...it includes John, Brom, Aragorn, Cloud...)
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Thecard

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Re: 1002 bad GM Tips
« Reply #128 on: January 02, 2013, 01:54:16 am »

Personally, I think John Smith is a fantasy name.  It was a common Olde Englyshe name.
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vadia

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Re: 1002 bad GM Tips
« Reply #129 on: January 02, 2013, 06:24:11 am »

It depends on the fantasy setting, but it's within the realm although I'd spell it Smythe -Pronounced Smith
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Digital Hellhound

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Re: 1002 bad GM Tips
« Reply #130 on: January 02, 2013, 06:28:53 am »

Smythe just brings to mind stuffy British aristocrats. I would not recommend.

122. Don't make any changes to poorly though-out systems just because you've been using them for so long.
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TheZoomZoll

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Re: 1002 bad GM Tips
« Reply #131 on: January 02, 2013, 09:26:32 am »

118.Put "IN YOUR FACE!" moments every 2 turns for players.
Arent you doing that in Roll to Wasteland??
*maybe guilty*

123.If you see 2-3 people online that are doing something else than everybody else playing let them adventure by themselves for a while
124.Advertise your game because you want more players and you are tired of the same guys over and over and over and over again.
125.Be "That Guy"
"No Harry,you can't cut a tree down with your sword!"
"No Harry,you can't shoot a tree down with your machinegun!"
"No Harry,you can't make a house in 2 minutes!"
"No Harry,you can't roll when you fall to kill the fall!"
"No Harry,you can't eat when you are already full!"
"No Harry,you can't run fast when you have a knife out instead of your gun!"
"No Harry,you can't finish the quest,you have to kill 1 more spider from the 80 that are over there to finish the quest!"
"No Harry,you can't lie to your quest giver telling him that you are done with your task!"
"No Harry,you can't kill your quest giver to get his quest reward!"
"No Harry,you can't make a car without every 100 parts of a car!"
"No Harry,you can't do the rain dance and make it rain!"
"No Harry,you can't place your door for the house because it is 1cm more tall than it should be!"
"No Harry,you can't eat that bug/drink the blood because it is disgusting!"

Harry Baldman

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Re: 1002 bad GM Tips
« Reply #132 on: January 02, 2013, 10:01:26 am »

126. Characters about to ruthlessly kill a villain you like and the villain has no reasonable escape? Summon overpowered ninjas to save him or her. So overpowered, in fact, that the players don't even get a chance to dodge their attacks or interfere with them in any way.

126a. When players kill a villain you like, reveal that he had a six-pack of clones/needs to be decapitated to die/can't die at all/is actually a god in human form and was totally just playing around so far.

127. Setting not awesome enough? Add ninjas.

128. Add pirates as well, just to be safe.

129. Zombies, too. Can't do without zombies.

130. And vampires and werewolves who fight each other to establish who's cooler.

131. Feel free to combine tips #127-#130 freely. Hell, add robots in as well.

132. Allow players to have instant uncreative and purely metagame-based self-improvement actions such as "I give a +1 to all my rolls".
« Last Edit: January 02, 2013, 10:07:21 am by Harry Baldman »
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TheZoomZoll

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Re: 1002 bad GM Tips
« Reply #133 on: January 02, 2013, 10:06:58 am »

133.Its not a real game only if you can die by eating a pickle or brushing your teeth.
134.Never make a game that doesn't involve murder,death,rape,killing,stabbing,rape,fighting,shooting,blood...oh did I also mention rape?

Harry Baldman

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Re: 1002 bad GM Tips
« Reply #134 on: January 02, 2013, 10:08:46 am »

135. Nothing you do is ever an ass-pull. You totally had all of it planned ahead.
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