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Opinion Fluff: Game Mastering Styles


schir1964

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Re: Opinion Fluff: Game Mastering Styles

 

Yeah, I guess so. I'd never thought about it before, but really, it changes the role-playing "game" into a role-playing experience, or interactive storytelling, or something. :think:

 

I don't GM games where players can lose or die because of a bad turn of the dice. Maybe a series of really bad choices...but c'mon, if I ask you three times "you have a bad feeling about this, are you sure you want to do it?," and you do it anyway, then you're kind of asking for it, right? ;)

 

You just described the fate of my poor Ogier in our FH game. He ran to get the City Watch (he was that kind of "good" aligned type of character) and they followed him in the Tavern, then jumped him. He blocked all attackes except for some big half-giant who got a lucky hit.....the GM looked around the table and asked "anyone got any Luck they want to give to the Ogier?" I had about 6 die of Luck donated to me, but it didn't matter....the dice weren't on my side that night. The GM really did try to not kill that character.

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Re: Opinion Fluff: Game Mastering Styles

 

Yeah, I guess so. I'd never thought about it before, but really, it changes the role-playing "game" into a role-playing experience, or interactive storytelling, or something. :think:

 

I don't GM games where players can lose or die because of a bad turn of the dice. Maybe a series of really bad choices...but c'mon, if I ask you three times "you have a bad feeling about this, are you sure you want to do it?," and you do it anyway, then you're kind of asking for it, right? ;)

 

 

I have my "so you're going to run across the field stark naked at the machine gun nest yelling at the top of your lungs speech" . If the player says "yes that's what he'd do" he knows the consequences. he sure gets props from everybody for roleplaying though.

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