- Registrado
- 4 de Nov, 2017
I've never done FASERIP and was largely unaware of the system until I googled it based on your post (I think it might have come up before, but my brain dropped it) so I can't give you anything specific to help out there. But I can give some general advice.
I'll give you two of the better pieces of general GM advice:
First, from Gygax himself, its important to keep fairly rigorous track of time. Note how long it takes to go places or do things, and what it takes/cost to go there. This not to say that you can never mess with these numbers - in fact, you should alter them readily - but that when you do so, you should have a REASON for why.
Example, it takes 30 minutes in normal traffic to go from your HQ to UN.
Lets say things have wound up in the story that in 15 minutes, so big event is going happen at the UN. Rigorous Timekeeping isn't saying that they should miss the event (though maybe they should), it is saying when they make it in 15 minutes, there should be a reason - their driver takes a short cut, they find a street shutdown for local festival they can take, they take a helicopter instead.
Flipside of that, maybe you want the players to take longer than 30 minutes to make the trip. Maybe there is and accident, or some group of mooks ambushes them.
The point is that doing this ups the drama and engagement because it doesn't just seem like a videogame where cutscenes don't trigger until you enter the room.
Second, at the end of the day even the crunchiest system is about playing make-believe as an adult. The only thing that gives the actions of your Imaginary Friends meaning is the consequences of those actions. When you try to ignore bad rolls (or good ones) you take that meaning from the game and the world it is in.
So, never fudge your rolls as a DM. And then when you do fudge your rolls, make sure you do so intentionally and never let the players know you did.
The dice are not what run the game, you are. But the dice are how you interpret them. Respect the dice, but remember they are a tool and you are the craftsman - they are your servant, not your master.
and course, don't forget GM rule zero:
You are the GM. Your power is absolute. Don't let the players forget it or bully you. Its your world, they are fortunate to be permitted to visit.
Of course its a fine line, no one likes an autistic dictator railroading players through their magic realm. So you need to learn the fine art of being a Benevolent Dictator.
You are judge and executioner. There is nothing wrong with listening to player objections, or even away from the table doing some reading to figure out you were wrong and reversing a decision, but you need to make it clear that your ruling is final.
And sometimes, its ok for God to take a mulligan. "We're going to run it like this for now because I'm not looking up the rule right now".
And if you need to reverse a decision or choice, try to only do that between sessions not mid-game.
Over Zoom I'll usually at least do some sort of pitch correction or accent.
Again, the main point is to make it easy for players know who is speaking.
If you don't have any faith in your ability to do this, and that might be necessary depending on the quality of audio setups with voice, you can just take the Mulligan and simply..... go about it like you're reading them a storytime book.
" 'Well I wasn't sure you'd make it' Capeshito said, darkly. 'I but I can promise you that you are still too late.' his voice gaining in confidence."
Sounds like you're already pretty well there. You haveI'm honestly more used to this sort of reactive improv than I am to normal storytelling, due to a variety of factors going back over a decade, so I'm hoping my weaknesses don't lie in that...
I'll give you two of the better pieces of general GM advice:
First, from Gygax himself, its important to keep fairly rigorous track of time. Note how long it takes to go places or do things, and what it takes/cost to go there. This not to say that you can never mess with these numbers - in fact, you should alter them readily - but that when you do so, you should have a REASON for why.
Example, it takes 30 minutes in normal traffic to go from your HQ to UN.
Lets say things have wound up in the story that in 15 minutes, so big event is going happen at the UN. Rigorous Timekeeping isn't saying that they should miss the event (though maybe they should), it is saying when they make it in 15 minutes, there should be a reason - their driver takes a short cut, they find a street shutdown for local festival they can take, they take a helicopter instead.
Flipside of that, maybe you want the players to take longer than 30 minutes to make the trip. Maybe there is and accident, or some group of mooks ambushes them.
The point is that doing this ups the drama and engagement because it doesn't just seem like a videogame where cutscenes don't trigger until you enter the room.
Second, at the end of the day even the crunchiest system is about playing make-believe as an adult. The only thing that gives the actions of your Imaginary Friends meaning is the consequences of those actions. When you try to ignore bad rolls (or good ones) you take that meaning from the game and the world it is in.
So, never fudge your rolls as a DM. And then when you do fudge your rolls, make sure you do so intentionally and never let the players know you did.
The dice are not what run the game, you are. But the dice are how you interpret them. Respect the dice, but remember they are a tool and you are the craftsman - they are your servant, not your master.
and course, don't forget GM rule zero:
You are the GM. Your power is absolute. Don't let the players forget it or bully you. Its your world, they are fortunate to be permitted to visit.
Of course its a fine line, no one likes an autistic dictator railroading players through their magic realm. So you need to learn the fine art of being a Benevolent Dictator.
@Sleazy Car Salesman nails it here.Even if you're experienced they'll tend to let shit slide so long as you aren't an asshole about it and everyone is having fun. I've been permaDM'd for years with my group and I'll straight up tell them "I'm too lazy to look it up right now so we'll just do it like this for now" and if they have any objections I'll hear them but my word is still final.
You are judge and executioner. There is nothing wrong with listening to player objections, or even away from the table doing some reading to figure out you were wrong and reversing a decision, but you need to make it clear that your ruling is final.
And sometimes, its ok for God to take a mulligan. "We're going to run it like this for now because I'm not looking up the rule right now".
And if you need to reverse a decision or choice, try to only do that between sessions not mid-game.
No, but you need to make sure the party knows who they are talking to. In person, I will often give important NPCs some sort of obvious-but-not-exagerated physical mannerism - tenting fingers, waving hands, leaning on imaginary canes, leaning back aloofly and refusing to look directly at them, a large Used Car smile, etc - that I'll adapt when voicing that character to make it more readily apparent who I'm talking to (it also helps me get/stay in character I've found)....on a slightly related note, are silly voices required? I'm no good at those.
Over Zoom I'll usually at least do some sort of pitch correction or accent.
Again, the main point is to make it easy for players know who is speaking.
If you don't have any faith in your ability to do this, and that might be necessary depending on the quality of audio setups with voice, you can just take the Mulligan and simply..... go about it like you're reading them a storytime book.
" 'Well I wasn't sure you'd make it' Capeshito said, darkly. 'I but I can promise you that you are still too late.' his voice gaining in confidence."
Spoiler tags exist for a reason.Would it still be okay to post that kind of stuff? Or would I need to make it more understandable to warrant it being more than just spam?
Última edición: