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  • File :1197889291.gif-(3 KB, 250x250, goodgm_badgm.gif)
    3 KB Good GM / Bad GM Anonymous 12/17/07(Mon)06:01 No.908925  
    A Good GM doesn't control your character!

    A Bad GM does.

    Example for the Bad GM:
    Player> "I enter the tavern"
    GM> "You enter the tavern, you sit down and order a meal and eat it. Now you are full."
    >> Good Player/ Bad Player Anonymous 12/17/07(Mon)06:03 No.908929
    A Good Player takes ques and does shit without the GM doing it for them to keep the game rolling.

    A Bad Player doesn't.
    >> Anonymous 12/17/07(Mon)06:04 No.908930
    Now I see where I've been going wrong all these years! I've been playing all the roles and forcing my players to just sit there and watch.
    >> Anonymous 12/17/07(Mon)06:06 No.908933
    >>908930
    It's not funny. Many of the GMs I've met have been doing this more or less.
    >> Anonymous 12/17/07(Mon)06:07 No.908938
    >>908929
    Doesn't mean the GM has to do things the player never intended to do.
    >> Anonymous 12/17/07(Mon)06:12 No.908942
    A good GM has to be able to improvise.

    A bad GM says "LOL no you can't do that."
    >> Anonymous 12/17/07(Mon)06:13 No.908944
    >>908933
    Yeah, I hate that.
    They force there imagination on the actions you character would in there opinion probably do.

    They could JUST ASK ME and I would tell them. But sometimes I just don't want to act everything out. Especially when the GM is again very lousy with descibing locations.
    >> Anonymous 12/17/07(Mon)06:17 No.908947
    A good GM isn't predictable. So the players wonder what will happen next.

    A bad GM is too predictable and you know exactly what will happen next.
    >> Anonymous 12/17/07(Mon)06:21 No.908949
    A good GM knows his vocal limitations.

    A bad GM makes every other BBEG sound like Skeletor.
    >> Anonymous 12/17/07(Mon)06:21 No.908950
    >>908947
    Of course, on the same note:

    A Good GM's game will make sense and follow a logical progression, even if it isn't immediately noticeable.

    A Bad GM's game will be a string of unrelated and pointless events.
    >> Anonymous 12/17/07(Mon)06:21 No.908951
    A good GM lets the player's actions have influence in the happening of the adventure.

    A bad GM will say ok, but doesn't care after that.
    >> Anonymous 12/17/07(Mon)06:25 No.908954
    >>908950
    I know GMs that are Predictable and it doesn't make sense either.
    >> Anonymous 12/17/07(Mon)06:27 No.908955
    A good GM suits his adventure to the system.

    A bad GM will put Stormtroopers in a WFRP game just because he's a dick and it's "his game".
    >> Anonymous 12/17/07(Mon)06:28 No.908958
    >>908954
    Just saying, unpredictable can be bad too.
    >> Anonymous 12/17/07(Mon)06:31 No.908966
    >>908955
    The Stormtrooper thing ever happened?
    >> Anonymous 12/17/07(Mon)06:39 No.908981
    A bad GM's NPCs are all retarded. ( I know a GM who's NPCs are all 'retarded' 'doing unfunny jokes all the time' 'very forgetful with things just happened' )

    A good GM has actually diffrent NPCs with diffrent personalities.
    >> Anonymous 12/17/07(Mon)06:40 No.908983
    A good GM will have an orange cheeto tint to his fingers

    A bad GM will have an orange cheeto tint to his rulebooks
    >> Anonymous 12/17/07(Mon)06:44 No.908991
    >>908983
    An even worse GM would have it to MY rulebooks.
    >> Anonymous 12/17/07(Mon)06:54 No.909008
    A Bad GM controls your characters.
    An even worse Bad GM is controlled by your characters.
    (No, seriously. This might sound cool but shit goes to Baltimore very fast that way. Or you just get banned, and so does whatever build you used.)
    >> Anonymous 12/17/07(Mon)06:58 No.909014
    >>909008
    example?
    >> Anonymous 12/17/07(Mon)06:58 No.909016
    >>908966

    Not to me but to a friend of mine. I forget the specifics but yeah the GM threw a squad of Star Wars Stormtroopers into a WFRP game.
    >> Anonymous 12/17/07(Mon)07:20 No.909034
    >>908983

    My 3rd ed DMG and MM had pink fingerprints on it from rush planning an adventure for a group after I had already put in hair dye.
    >> Rival Wombat 12/17/07(Mon)07:24 No.909042
    Good GM: "The last of the troops that came with you, even Baron Wilhelm, fall behind as you reach the final sanctum of the ghoul king. The baron speaks to you.. *Tired voice, pained expression* 'We will hold here as long as we can. If we don't meet again, thank you for everything you have done.' Then you walk alone into the sanctum. You will win or lose this vital battle alone."

    Bad GM: "Baron Wilhelm walks past you and boots the huge doors of the ghoul kings sanctum open with one kick. He says *Bored sounding voice* 'why don't you watch? you might learn something.' Then he goes in and starts kicking the bad guy's ass. Roll initiative".
    >> Rival Wombat 12/17/07(Mon)07:31 No.909051
    Bad GM's will fuck you over for forgetting to buy rations when rations have never before been tracked in the game.

    Good GM's will either keep track of rations and food use or assume that your PC's are intelligent enough to keep themselves fed unless the adventure's course suddenly makes it hard to get enough food and water.

    Bad DM's never think about how much water you have, no matter what the situation is.

    Good DM's realize that getting potable water is more vital then food.
    >> Anonymous 12/17/07(Mon)07:38 No.909058
         File :1197895129.jpg-(178 KB, 800x1034, 1194826759703.jpg)
    178 KB
    >> Rival Wombat 12/17/07(Mon)07:43 No.909062
    >>909058
    The really scary part is that helping asteroid corn farmers kill goblins in order to win the favor of there jailbait daughter -makes more sense- then the last D&D game I was in.
    >> Anonymous 12/17/07(Mon)07:44 No.909064
    >>909042
    Yeah, that sucks pretty much. This happenes when the GM forget the Player Characters are the heroes of the story and not just some random spectators watching the superior NPCs bashing the final boss.
    >> Anonymous 12/17/07(Mon)07:45 No.909065
    all truth
    >> Anonymous 12/17/07(Mon)07:48 No.909069
    >>908929
    >>908929
    >>908929
    >>908929
    God damn no fucking shit! I have that problem with my group right now. Then they complain to ME about having the game move to slow. Jesus fucking christ. Well it can't be helped ... most of them are new to tabletop roleplaying anyways and one of them just waits for the next combat round to start when he knew full well I like to go heavy on the story and character/npc interaction.
    >> Anonymous 12/17/07(Mon)07:52 No.909078
    >>909062
    What's even more fucked up is that with a bit of working it actually makes a half decent adventure.
    >> Anonymous 12/17/07(Mon)12:24 No.909501
    Though it is true that a Bad GM takes control of the player's characters, it's equally bad for the GM to do the opposite. Example:

    GM: You enter the town, what do you do?

    Player: Um.. What's the town like?

    GM: Pretty regular town... It's got a tavern, blacksmith, a quest tree, the usual

    Player: Ok well.. Is anything of note happening around the town? Anything noteworthy?

    GM: No

    Player: well I guess I'll go to the tavern

    GM: Ok you're in the tavern. Now what?

    You get the idea... I find this kind to be the worst GM of all.
    >> Anonymous 12/17/07(Mon)12:39 No.909530
    >>909501
    It's because he isn't describing anything. Like what people are running around when he arrives the town. And he doesn't say what's written on the sign of the tavern. Or what type of people hanging out in there.
    >> Anonymous 12/17/07(Mon)12:43 No.909541
    >>909530

    Exactly. The GM that just watches the player's play with their own imagination until they 'perchance' stumble upon an event trigger. e

    May aswell just play a computer game...
    >> Anonymous 12/17/07(Mon)12:45 No.909550
    >>908933
    you fag, just tell him, "no I don't"
    >> Anonymous 12/17/07(Mon)12:50 No.909564
    A Good GM doesn't exist.

    A Bad GM is your GM.
    >> Anonymous 12/17/07(Mon)21:12 No.910648
    >>909042
    Now I'm not justifying this, but I'm not that bad of a GM and I had to whip this out. The characters were facing down the BBEG. First big combat. Turns out that I overestimated the characters, so if it wasn't for the convenient butler who happened to be a champion fencer, then we would have had to re roll everything. I worked him in to the story later too.
    >> Anonymous 12/17/07(Mon)21:17 No.910671
    >>910648
    Fudging the die rolls seems like the best option in that case. Less blatantly obvious asspull.
    >> Anonymous 12/17/07(Mon)21:27 No.910713
    >>910671
    I kinda agree. I mean, I guess a stunt like that once in a GREAT while is all right, as an isolated incident rather than part of an ongoing habit. But it's probably something better handled behind the curtain.
    >> Anonymous 12/17/07(Mon)21:28 No.910719
    >>909008
    >shit goes to Baltimore very fast that way

    ???
    Murder and syphilis?
    >> Anonymous 12/17/07(Mon)21:50 No.910800
    >>910713
    Kinda noobish, I know, but I don't use a screen, I just cover die rolls with my hands, which needs to be fixed, because the players know that when I roll stuff, even though I roll the dice at random sometimes.
    >> Lord Licorice 12/17/07(Mon)21:50 No.910801
    >>910648

    Did your players baw about the obvious GM fiat or did they 1) not notice or 2) assumed it was just as planned?
    >> Anonymous 12/17/07(Mon)21:51 No.910808
    >>910801
    The players were grateful, they sure as hell didn't want to reroll.
    >> Anonymous 12/17/07(Mon)22:45 No.910996
    >>909078

    Yeah. I see this thing posted all the time as an example of a bad campaign. So how would you go about fixing it?

    Some thoughts:

    The button finale feels like too much of a gotcha. The module would have been stronger without it.

    The old guy's helplessness in the module's plot is very incongruous with his listed combat stats. He really shouldn't be any stronger than your average elderly farmer.

    The goblins need to be toned down. In fact, I'd replace every instance of 'kill you even if you can't be killed' with something less cheesetastic that better fits the opponent. Giving it to literally EVERYTHING you fight here was just lazy.
    >> Anonymous 12/17/07(Mon)22:52 No.911020
    >>910996

    Also, I'd keep the whole tentacle monster thing, but rather than setting it in space I like this better in a more standard fantasy setting. This would actually be a pretty good fantasy-meets-Cthulhu deal: the PCs start out thinking it's a run-of-the-mill goblin stomp, then suddenly, LOVECRAFTIAN HORROR.

    The tentacle rape thing... not every group's going to be able to roll with that, but I like it a lot, especially the way it plays off of the slightly disturbing sexuality of the farmer's daughter. Here's a thought: the rapebeast has probably had its way with other victims in the area. Even if the PCs kill it, they could have to deal with its spawn. Perhaps Totoro is only the tip of the rapeberg, so to speak.
    >> Anonymous 12/17/07(Mon)23:59 No.911235
    A good GM has an original story with varying paths, flexibility, and a thorough understanding of the game system.

    A bad GM is the guy that is forced to DM for the first time because the guy who usually DMs wants to play the PC twink versions of all his npc twinks.
    >> Anonymous 12/18/07(Tue)00:06 No.911256
    >>908991
    That's unspeakable. I bring a pack of alcohol wipes, like the kind you get after eating at a rib shack, with me everywhere. I wipe the cheetos dust or peanut salt or anything off of my hands BEFORE I even ASK to see someone else's books.

    Common courtesy, you understand.


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