The Reflecting God

Board-Games and Bull

Notes

Let’s talk about DMing…

Specifically, yourself as a GM. Take a good look at yourself, and answer the following questions:

1) What is your favorite style of game to run (Fantasy, Sci-Fi, Horror, etc)?

2) What do you feel are your best qualities when it comes to GMing a game?

3) What do you feel are some of your worst habits as a GM? What do you feel like you need to work on?

4) What do you focus on the most as a GM? A deep plot? A challenge in gameplay? Or truthfully, just everyone’s enjoyment (as long as everyone’s happy, you’re happy)?

5) Has a player during a game ever surprised you with their player’s actions? Something you didn’t expect? What happened? Did it turn out for the better and make things more interesting, or did it all get screwed up?

(Source: boards.4chan.org)

Notes

So I wanted to know…

Anyone other than myself not interested in 4e DnD? I mean, not adverse per-say, but just ‘meh’? I’m fine with my 3.5…sort of, as well as my nWoD…which is why I’ve home-brewed the living Hell out of the two and combined them to make an easy-to-teach and easy-to-balance version for myself and others. I know, Heresy…

Anyway, what do you think? Die-Hard with what you know or Embrace the change, ‘cause change is good?

Notes

tumblrbot asked: WHAT MAKES YOU FEEL BETTER WHEN YOU ARE IN A BAD MOOD?

Well, Tumblrbot, to answer your question and keep with my theme here, I’m sure any GM/DM/ST would enjoy some simple assistance from their players during setup and gameplay; especially if the DM im question isn’t exactly ‘feeling it’. I give my players tips on how to do this, though if any of them actually did this the world probably explode.

These are the things players can should do in regards to their game:

Write Everything in Pencil: Since the numbers and names that summarize your character’s abilities will change over the course of your character’s career, and even during specific adventures or rounds, you want to be able to mark the changes on your character sheet.

Use Page Notations: Inevitably, you’ll have to flip through a rulebook at some point, perhaps to look up exactly how a feat, spell, or special ability functions. You can save time by writing down page and book references on your character sheet for any complex or unusual feature.

Plan Your Combat Actions: When it’s not your turn in combat, you should be thinking about what you’re going to do when it is your turn. If possible, also have a backup plan in case things change suddenly before your turn (new foes enter the battle, the character you had planned to attack goes down, or the like).

Keep Track of Timed Effects: If you employ such a spell or ability, it’s your responsibility to keep track of the duration (the DM has plenty of other things to worry about). One good technique is to use a die to keep track of the time—either count up for the total duration or count down for time remaining; at the start of your turn each round, turn the die to the next number.

Rely on DM Arbitration: Playing the game is more important than looking up rules. Good Dungeon Masters don’t like taking time away from the game to page through rulebooks, and so they often provide instant rulings on debated topics. Go along with the DM’s arbitration, and then after the game or during a break you can look up the official rule; this information will be useful the next time that rule comes up.

Have All Pertinent Statistics on Hand: If your character has a familiar, animal companion, mount, cohort, or similar ally, make sure you have the proper statistics handy.

Avoid Distractions: D&D games often take place in areas surrounded by potential distractions: TVs, video games, books, and the like. Since you’re spending time with your friends, another temptation is to chat and joke at the expense of the game. While some of this sort of activity is fun, and you play D&D to have fun, don’t let the entire session pass in idle banter or witty repartee—especially if some players are not partaking in it. In general, keep your attention focused on the game. Your fellow players might think you rude if you leave the table to surf the Internet or play video games, or if you distract other players with side conversations.

Help Your DM: The DM does a lot of work. If you clear off the table, get the pencils out, and otherwise prepare the playing space, he or she will appreciate it.

Filed under dm gm st wod world of darkness dungeons dragons tips board games storyteller running

Notes

ANSWER ME HUMAN!
Frankly, I’m surprised there aren’t more Board Games that followed this format. I always have such a great time playing A: Games that someone isn’t the GM/Banker/Ref and B: a Cooperative style of Gameplay.
For those of you not in the know, this was a VCR Game made for Star Trek: The Next Generation in which this strapping young fellow (Captain Kavok) commandeers the Enterprise with only the players aboard. Unbeknownst to him but knownst to us is the reason the Enterprise is docked at all is because they were having computer trouble to start with so his threats to vaporize and mutilate the players only produces brief Klingon bouts of profanity and obscene gestures toward the viewscreen. Hilarity ensues.

ANSWER ME HUMAN!

Frankly, I’m surprised there aren’t more Board Games that followed this format. I always have such a great time playing A: Games that someone isn’t the GM/Banker/Ref and B: a Cooperative style of Gameplay.

For those of you not in the know, this was a VCR Game made for Star Trek: The Next Generation in which this strapping young fellow (Captain Kavok) commandeers the Enterprise with only the players aboard. Unbeknownst to him but knownst to us is the reason the Enterprise is docked at all is because they were having computer trouble to start with so his threats to vaporize and mutilate the players only produces brief Klingon bouts of profanity and obscene gestures toward the viewscreen. Hilarity ensues.

Filed under board games Star Trek Kavok Klingon Bij TNG