My,my...
Was away for one week ..And Bam!!..All I see is chaos everywhere ..in the forums and in game..Took a while to realize wht's happ..After readin through several posts ...The so callled Gm's pop out creatin some new rules and penalize us for goin to hatrel...Woken up finally huh??..Where were u guys when they had the logo in closed beta..??Where was the rules then??...And how is Mr warman still in the game??..Someone gives him cash and he creates some crap logo ....And that's not violation???...If ur penalizin make it fair and square...And wht with this 20 lvls of 'minus' exp???...I guess all they want us is to leave the game..Which aint gonna happen!!!!..I repeat "NOT GONNA HAPPEN"...We will haunt a3 and pk ppl ...
A big BOO from my side to the gm's...I know that error's have been made but U guys are just blamin us for it!!!!...It's ur fault too!!!...
And yeah i gotta gift for u guys for this christmas...Check this out!!..
http://perso.wanadoo.fr/aventures-arcan ... sphere.htm
U can also try Robin's law of good gamemastering....
Buy em urselves god dammit!!!
OH..AND MERRY CHRISTMAS!!!! HOPE U LIKE IT
Classic GM Blunder #1: Failing to provide enough motivation for characters to go on the adventure. While forcing players to do things is never a good idea, a character needs some motivation to do things in the game. If the GM does not provide enough motivation, the players could easily go off on tangents that they find much more interesting. FIND THE CHARACTER'S HOOKS AND USE THEM TO PULL THE CHARACTER INTO THE STORY.
Classic GM Blunder #2: Failing to pace the story well. The GM must keep the story going, giving the players something to do or react to. Every scene has a purpose and a way to lead into the next scene.
KEEP THE GAME MOVING OR THE PLAYERS WILL GET BORED.
Classic GM Blunder #3: Making NPCs more important than PCs. The player characters are the protagonists of your campaign story. If they are not, why should they play? GMs sometimes love their NPCs a bit too much, allowing them to save the players, show up the players, or make the PCs useless and unimportant. IF A GM IS WRITING THEIR NPC'S STORY, WHY SHOULD THE PCs SHOW UP?
Classic GM Blunder #4: Failing to engage the Troop in the fictional world and the campaign. The GM is the author and narrator for the campaign story. If you were reading a story and you don't like the characters, the supporting characters were flat, and the setting was grey and lifeless, would you keep reading the book? Probably not. Why would you keep playing a game with the same failings? Players need to know about the game world, interact with colorful characters, encounter dramatic events, and encounter interesting things. PROVIDE THESE THINGS FOR THEM.
Classic GM Blunder #5: Failing to entertain the players. There is a reason it is called a game. The point of the game is to enjoy yourself. If players are not having fun, they have no motivation to come to your game. Run the kind of game the players want, with the kind of scenarios they want, with the kind of subplots they like.
IF YOU DO NOT KNOW WHAT THE PLAYERS WANT: ASK!!
Classic GM Blunder #6: Failing to know the rules. The Game designer can only write so many rules; the publisher can only publish so many. There is no way to make rulings for every contingency in a game. That is what the GM is for. The GM must know the rules and be able to interpret them for any situation. They must be fair in their handling of the rules. They must know the rules so well, they do not have to think about them, so they can use them and still concentrate on the game story.
KNOW THE RULES OR DO NOT GM!
Classic GM Blunder #7: Failing to listen to the players. A Game Master should listen to their players, determining what they like and dislike about the campaign, the game, and the GM's play style. By responding to player comments, the GM can provide the kind of game the players will enjoy and improve their own gamecraft.
LISTEN TO YOUR PLAYERS, THEY ARE YOUR AUDIENCE AND YOUR STAFF.
Classic GM Blunder #8: Failing to be prepared. A GM should spend some time before the game session to organize thoughts and notes, prepare any scenes or opponents, and plan out story lines. Do not take away play time by spending time at the session to do this. Even if you are of the "wing it" school of game mastering, some preparation will allow for easier, faster, and better play. A LITTLE PREPARATION GOES A LONG WAY!
Classic GM Blunder #9: Allowing the Dice to rule the scene. Dice are used to resolve conflicts and make the RPG more of a "game". In roleplaying games, we also tell stories. Sometimes the dice generate responses that do not fit the GM's desire for the campaign saga or scene. If it is in the best interest of the game, change the results to better fit the story. WHO IS IN CHARGE? YOU OR THE DICE?
Classic GM Blunder #10: Failing to improve your your gamecraft. Roleplaying games are not static, they are always changing. What challenged and amused your players a month ago might not do it now. The way you presented information a few months ago is now old hat. Gamecraft is like an actor's craft, except it includes things that authors, storytellers, and wargamers do. Always strive to do it better than you have before. Find what works at a given time and do it. A LITTLE EFFORT TOWARDS SELF IMPROVEMENT GOES A LONG WAY!
I wish i could send it to each one of u..
-Xanthus-
(Mockin at their foolishness)
