
Sometimes the most frustrating thing about being a GM is not knowing if your players are making a joke, or if they really are clueless.
Funnier by the frame.
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 …
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 …
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 …