Page 2 of 2

Posted: Wed Jul 19, 2006 10:26 am
by Clay
DESTROYED </Guilty Gear>

Oh man, I'm glad I wasn't part of that game. *laughs* I'm such a sap. I think I'd be an emotional cripple for the rest of the game.

Posted: Wed Jul 19, 2006 7:41 pm
by Wolfson
Clay wrote:Oh man, I'm glad I wasn't part of that game. *laughs* I'm such a sap. I think I'd be an emotional cripple for the rest of the game.
Heh... Well, the GM does have to know his players to some degree. :wink:

There are some players whom I would be willing to do certain things to their characters that I'd never do to other players. Then again... It's sometimes nice to know their buttons: If I ever want to freak my wife in a game, I just have to throw in big insects.

Posted: Fri Jul 21, 2006 12:27 pm
by ComicJam
In our group we're all very lucky- we have 3 GMs who all "specialise" in something different. One runs "tactical RPGs" so he uses the combat rules to full extent, another makes complex plot situations with more "how do we get out of this?" type gaming, and the other (me) creates atmosphere and character development, with less emphasis on the rules and complex plots. This means if we want a certain game type, we know where to go.

All have their merits, but I have the only problem as a GM in the group regarding NPCs. If the other two want to run a session where an NPC has died, the players simply know to just go along with it because that's how that GM works and they're expecting tactical combat or complex situations. I however, having character based games, have to introduce NPCs earlier so the PCs can get a feel for them before anything drastic happens.

I'm not saying this is a bad thing, it's just an observation I've made that affects my planning- ie. I have to plan AGES in advance for something to happen and put some "filler" in the gap.

[/random thoughts]

Cheers! :D