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GMing Style

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Blond Goth Girl

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« Reply #45 on: <04-09-11/1928:54> »
Friend of mine used to use what he called "wit points" in his games. One gets them by making the GM laugh so hard or say something so profound that you stop the game...in a positive way. Doing it out of character would often garner 1-3, IN character, double it. He used to run Marvel Superheros and WoD and for every 5 wit points, you could cash in for a experience point.

I was the only one to earn 15 in one shot with my ancient jewish glass-walker werewolf impression during a Werewolf: the Apocalypse game. Had EVERYONE rolling. I've used wit points in my games for a while, before people kept trying too hard to earn them.

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John Shull

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« Reply #46 on: <04-11-11/0207:31> »
My worst feature as a game runner is keeping from sidetracking.  All my runners are hitting their contacts, hitting their stashes, running down leads, and dealing with their side items.  It seems to take on a mini game of its own.  In trying to refocus them I gave them notebooks to act as their phones.  They could pass notes back and forth, put down their searches, what they want from their contacts, etc.  Also if their phones get hacked, they know what information they would lose to the hacker.  It helps keep everyone focused at the same time on same task.  Most the time.
Opportunities multiply as they are seized.  --Sun Tzu

John Shull

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« Reply #47 on: <04-13-11/1627:21> »
My last group had these sessions where they'd huddle up after legwork and cut lose on what they were sweating about the run.  Then each would pitch how to run the run.  Each would then throw stones on the plan til something got agreed on.  This plan would never happen.  On the scene they scattered at entry and each went after the thing they were crying about in prep.  Never failed.  Of course each group is different.
Opportunities multiply as they are seized.  --Sun Tzu

Blond Goth Girl

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« Reply #48 on: <04-13-11/1706:49> »
Because we only game twice a month, I like things more focused plus 6 players can get out of focus quickly.  As GM, I'm very focused.  To keep player IC, if they are OOC they must hold up their hand and cross their fingers.  If OOC chatter goes on for more than a couple of minutes, I ask that they take it into the hall.

If not, OOC chatter is fair game for me to use AND/OR I may throw in a surprise attack.  All those paying attention get an initiative, those not are treated like a surprise attack and lose the initiative.

To keep in game, I have in game reading materials that can help with some of the mystery in case GM is otherwise engaged with other players.

Charybdis

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« Reply #49 on: <04-13-11/2022:02> »
Because we only game twice a month, I like things more focused plus 6 players can get out of focus quickly.  As GM, I'm very focused.  To keep player IC, if they are OOC they must hold up their hand and cross their fingers.  If OOC chatter goes on for more than a couple of minutes, I ask that they take it into the hall.

If not, OOC chatter is fair game for me to use AND/OR I may throw in a surprise attack.  All those paying attention get an initiative, those not are treated like a surprise attack and lose the initiative.

To keep in game, I have in game reading materials that can help with some of the mystery in case GM is otherwise engaged with other players.
We're also playing only 1/fortnight, and with the 6 diverse  players we have (at full attendance) combat can be VERY slow... and in the complication of having someone Skyping in (*cough* me *cough*)

I like your lost initiative option. I'll have to let the GM know about that one :)
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ARCimedes

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« Reply #50 on: <04-25-11/1552:29> »
Because we only game twice a month, I like things more focused plus 6 players can get out of focus quickly.  As GM, I'm very focused.  To keep player IC, if they are OOC they must hold up their hand and cross their fingers.  If OOC chatter goes on for more than a couple of minutes, I ask that they take it into the hall.

If not, OOC chatter is fair game for me to use AND/OR I may throw in a surprise attack.  All those paying attention get an initiative, those not are treated like a surprise attack and lose the initiative.

To keep in game, I have in game reading materials that can help with some of the mystery in case GM is otherwise engaged with other players.

Where do you get your in game reading material? Is there a place here on the Forums for GM's tro exchange such things? I know back in the old days when I was a player I used to love seeing the results of my actions turn up in the screamsheets and was thinking about doing the same for my players currently. However, I am not sure I can swing a full page of articles for each game. An article exchange would make it easier for GM's to pickand choose what to include and not have to write as much fiction.
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Blond Goth Girl

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« Reply #51 on: <04-25-11/1922:38> »
In game reading material -

I have a couple of cheat sheets that I printed up, shortened combat rules, Matrix news articles (GM made that pertain to game ...think CNN meets National Inquirer), info on NPCs with little Easter Eggs in them where a player mentions something they get a point, printed sheets on mystical creatures they have or might encounter and anything else I can think of.  Oh...and I use sheet protectors in case of spilled drinks.

I attached my matrix news articles for anyone to use if they like.
« Last Edit: <04-25-11/1925:23> by Blond Goth Girl »

grimjaws

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« Reply #52 on: <04-29-11/1222:40> »
This whole discussion is very enlightening and ramps down my concern over running SR4. I can from a background of fairly crunchy games where meticulas planning was paramount (incudiing SR1 which I think was more about who I played with). I've now been running lighter games (namely FATE) and am really enjoying the free form/lack of neccessary intense planning involved. I'm glad SR4 can be run successfully in this manner as well, and I plan to do so, as I have found that style best fits my personality.
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The_Gun_Nut

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« Reply #53 on: <05-02-11/0934:42> »
It can be run, planning light.  However, your players may start planning runs in meticulous detail.  For multiple game sessions.
There is no overkill.

Only "Open fire" and "I need to reload."

grimjaws

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« Reply #54 on: <05-03-11/1020:50> »
That's no problem here. I can ad lib fairly well.
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The_Gun_Nut

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« Reply #55 on: <05-03-11/1106:57> »
No, seriously.  I've had entire game sessions where I simply provided a map and a few known security specs and the players spent the entire session plotting out their moves in intricate detail.

Then they threw the plan out the window when they ran into the first attack drone.  And started using high explosives.  In elevators.
There is no overkill.

Only "Open fire" and "I need to reload."

bigity

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« Reply #56 on: <05-03-11/1221:16> »
I hate that kind of session.  It's boooring.  Find a way to speed em up, I say.

OTOH, you can't turn around and screw them by not letting them talk some things out OOC during the action.  Make em spend some actions sure but don't penalize them for not spending 3 hours planning out every possible contingency.

Rascal

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« Reply #57 on: <05-03-11/1259:36> »
Iīm trying to adapt to the GM:ing style from Apocalypse World. Basically: Ask a lot of questions (mainly addressing the characters and not the players), and build the world and game according to their answers. That way, everything that happens will feel relevant to the players and the characters, and I donīt have to use the Plot Bus (itīs ment to take you where the plot is) at all!
If you get a group rolling on this kind of game style, the GM:ing will more or less start handling itself, and you just have to worry about keeping all the oh-so-boring rules in your head...

Now I just have to make my players realize just how much I hate number-crunching. "No, seriously, tell me about your character! Stop reading me the stats! I donīt care how you managed to get that skill that high, Iīm sure you didnīt cheat so just get over it and tell me about her! Where does she live? Nonono! DON`T give me the lifestyle-ranks! Sheeesh..." Theyīre really having trouble...
"If you donīt stop driving through walls Iīm going to start rolling for the van to explode - this is an American game!"

James McMurray

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« Reply #58 on: <05-03-11/1321:46> »
No, seriously.  I've had entire game sessions where I simply provided a map and a few known security specs and the players spent the entire session plotting out their moves in intricate detail.

Then they threw the plan out the window when they ran into the first attack drone.  And started using high explosives.  In elevators.

That sounds familiar.

Three hours of planning culminating in two bullets to the face of a guard in broad daylight before the person who was supposed to be the distraction even got inside the target building.
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Bradd

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« Reply #59 on: <05-03-11/1413:36> »
Now I just have to make my players realize just how much I hate number-crunching. "No, seriously, tell me about your character! Stop reading me the stats! I donīt care how you managed to get that skill that high, Iīm sure you didnīt cheat so just get over it and tell me about her! Where does she live? Nonono! DON`T give me the lifestyle-ranks! Sheeesh..." Theyīre really having trouble...

Oh, man! I can relate. Nowadays when this comes up, I deflect them to the one player who really cares about that kind of thing. :) As long as everyone's happy, I don't care about the details.

 

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