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<blockquote data-quote="GameOgre" data-source="post: 5749842" data-attributes="member: 57914"><p>I'm going to take a different path on advice.</p><p></p><p> To me it sounds like the GM is one of those I'm telling a story and not playing a game types. Telling a story as a GM leads to crappy games. </p><p></p><p> If my players want to sit down and be spoon-feed a story they will go read a book. Instead I come up with as cool adventure idea,fun locations and bad arse villains and situations.</p><p></p><p> The players are the ones that decide what the (story) is going to be.</p><p></p><p> Sure I might have a idea of how I would like things to go but I have yet to EVER see them go exactly like I would like.</p><p></p><p> Most of the time its far far different than i plan on.</p><p></p><p></p><p> There is no reason to not run your character how you see him. No reason to jump in some lame arse plot pit just because its there.</p><p></p><p> Now I don't mean to imply that its ok to force what you think best on everyone else all the time. RPG's are a group effort and maybe you need to take some other stuff like the other players wants into consideration.</p><p></p><p></p><p></p><p></p><p>With that said though not everyone is a pacifistic not everyone gets scared and hides under the bed. </p><p></p><p> Some normal people get scared and start kicking arse! Out of FEAR!</p><p></p><p> IMHO the best thing about Zombie games(and the only reason to play them) is to see how far people will go to stay alive!</p><p></p><p> That makes doing things like knocking someone out and using them for bait a interesting thing but I do have to admit doing so right out of the gate and not after a prolonged period of stress and under massive threat spoils the effect.</p><p></p><p> In effect your character comes across as evil, who would be more likely being the villain. </p><p></p><p> On second thought a villain pc and how the party dealt with him could be cool in itself but only with the actual player realizing that he is playing a character that needs to be overcome.</p></blockquote><p></p>
[QUOTE="GameOgre, post: 5749842, member: 57914"] I'm going to take a different path on advice. To me it sounds like the GM is one of those I'm telling a story and not playing a game types. Telling a story as a GM leads to crappy games. If my players want to sit down and be spoon-feed a story they will go read a book. Instead I come up with as cool adventure idea,fun locations and bad arse villains and situations. The players are the ones that decide what the (story) is going to be. Sure I might have a idea of how I would like things to go but I have yet to EVER see them go exactly like I would like. Most of the time its far far different than i plan on. There is no reason to not run your character how you see him. No reason to jump in some lame arse plot pit just because its there. Now I don't mean to imply that its ok to force what you think best on everyone else all the time. RPG's are a group effort and maybe you need to take some other stuff like the other players wants into consideration. With that said though not everyone is a pacifistic not everyone gets scared and hides under the bed. Some normal people get scared and start kicking arse! Out of FEAR! IMHO the best thing about Zombie games(and the only reason to play them) is to see how far people will go to stay alive! That makes doing things like knocking someone out and using them for bait a interesting thing but I do have to admit doing so right out of the gate and not after a prolonged period of stress and under massive threat spoils the effect. In effect your character comes across as evil, who would be more likely being the villain. On second thought a villain pc and how the party dealt with him could be cool in itself but only with the actual player realizing that he is playing a character that needs to be overcome. [/QUOTE]
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