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Author Topic: 1002 bad GM Tips  (Read 15534 times)

vadia

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Re: 1002 bad GM Tips
« Reply #180 on: January 09, 2013, 08:04:55 pm »

Well, you could expect your character to have heard of aliens in Area 51...but the GM should expect your character to treat it as a hoax 99% of the time (or, rather, expect 99% of characters to do so) barring proof.
No that was one of the like 3 things that the players really had an impact on: an oblique reference to Area 51 which we were supposed to follow. 
So we spent like an hour following lack of leads until she we got frustrated and she told us about it and what research in order to railroad us to the next point.  We were thankful for that train though.
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TheZoomZoll

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Re: 1002 bad GM Tips
« Reply #181 on: January 13, 2013, 02:36:39 am »

185.Somebody tries to trick you/have the big end of a bargain?
HAVE HIS HEAD POP OFF.

rabidgam3r

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Re: 1002 bad GM Tips
« Reply #182 on: January 13, 2013, 12:29:22 pm »

186. Awesome fight, right? yeah, giant dragon in a cave, the adventurers are scared, but WAIT! the rogue is sneaking around to the back of the dragon! HE STABBED IT IN THE EYE! now, you know anatomy. The thing might be dead, or atleast blinded, but this fight is TOO AWESOME to end! Have the dragon arbitrarily rear up and squish him against the ceiling!
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TheZoomZoll

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Re: 1002 bad GM Tips
« Reply #183 on: January 19, 2013, 02:00:44 am »

187.Your quest givers can not be killed.Instead,you can probably poke him with your sword in the brain 1000 times before you die of exhaustion.

Fniff

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Re: 1002 bad GM Tips
« Reply #184 on: January 19, 2013, 04:08:38 pm »

188. Yeah, we need to roll again. Surely your NPC is just that badass enough to not get a one. Right?
189. Tropes. Tropes are really, really good. Use all of them, regardless of how they fit in the setting.
190. Explain nothing of the setting. The players can figure it out.

Harry Baldman

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Re: 1002 bad GM Tips
« Reply #185 on: January 19, 2013, 04:32:46 pm »

191. Use any excuse to launch into an extended ramble about the amazing setting you made for the campaign. Surely the players need all this backstory delivered to them immediately, as it is clearly of vast importance that they know the significance of this particular tower (as opposed to the tower on the other side of the river) in the Seventy-Fifth Dwarf-Elf War (of the 128 that have happened to date). But to tell this story, you need a few background details about the condition of the dwarven civilization in the years before the Seventy-Fifth Dwarf-Elf War, and boy, is that an amazing story...
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Slayerhero90

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Re: 1002 bad GM Tips
« Reply #186 on: January 19, 2013, 05:22:15 pm »

192. All of the characters must BEHAVE EXACTLY THE SAME.
 192a. Even moreso if the come from different cultures.
 192b. If they find a way to be different, have something that will CHANGE THEIR VIEWS.

193. Make up as many new languages as possible AND ONLY USE THEM. English is for the illiterate.
 193a. Without telling everyone what they mean or supplying and easy enough method to learn them.
  193aa. If a character is a linguist who knows that language from the beginning, INTRODUCE ANOTHER LANGUAGE WITH NO SPECIFIED REASON.
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