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Pain Is So Close To Pleasure

Pain Is So Close To Pleasure published on No Comments on Pain Is So Close To Pleasure

 The main function as a GM is to describe the world to the players interacting with it.  This includes describing things happening to the players, including any pain associated with that action.  Sometimes GMs take great pleasure in this aspect of the job…

A Spoonful of Sugar

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Make sure that when inserting foreign objects into player characters that you have enough henchmen to hold them down.  Nothing is more frustrating than when a player rolls a successful dodge vs. insertion.

Wow, that sounds totally inappropriate. 

Back Against the Wall

Back Against the Wall published on No Comments on Back Against the Wall

Players sometimes get a god complex where they think they are untouchable.  Making your players powerless for a short time and having your way with them drags them back to the reality that their players live at the GM’s whim, and you don’t mess with the GM.

Don’t Speak

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 As a GM, in order to keep the game moving forward, you sometimes have to use executive power and override player freedom.  This will be met with resistance, and it’s a delicate balance to maintain.  The power can be used too much or abused, and that usually spells death for the game.  Throw the player a bone and give them the illusion of a savings throw.

And to translate the last frame: "Savings roll, Bitch!"

Living in the Past

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 Most of the time players gloss over their character bios.  They usually jot down one or two lines of generic backstory and focus more on the here-and-now, then fill in their history as it’s convenient.  What’s fun is when a player totally blows off the bio and makes up some ridiculous back story.  Wedging it into the game repeatedly makes the game even more fun for both the GM and players.  Except for the player with the bad back story, that is.

Neo Got A Raw Deal

Neo Got A Raw Deal published on 1 Comment on Neo Got A Raw Deal

Players fear no authority figure.  Most of the time.  A good GM will make it clear that player actions have consequences, and sometimes those consequences lead to rolling a new character.  As a GM, sometimes you have to lay down the law to your players.  Let them know who’s in charge. There’s a fine line to this though, players aren’t overly attached to beginning characters, and you risk killing the game altogether when you kill off a character.  

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