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<blockquote data-quote="Nagol" data-source="post: 6005172" data-attributes="member: 23935"><p>I'll run/play most though I try to stay away from "you always lose" systems and over the top humour as a GM.</p><p></p><p>Superhero, post-apoc (future, fantasy, or modern), detective, multi-genre</p><p></p><p></p><p></p><p>Troubleshooting, plotting, exploration (relationship or geographical)</p><p></p><p></p><p></p><p>Yep.</p><p></p><p></p><p></p><p>GNS blows. I don't think the dimensions are well chosen.</p><p></p><p></p><p></p><p>Fun time.</p><p></p><p></p><p></p><p>The largest supportable by the game that doesn't engender long times out of the action for players or lead to a splitting headache from the noise.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>Substantial loss should be a risk but not a certainty.</p><p></p><p></p><p></p><p>Yes. Yes.</p><p></p><p></p><p></p><p>GMs get a universe; the player gets a character. The player should make all decisions regarding how that character interacts with everything esle. GMs should only adjudicate. NPCs may offer advice from that NPC's perspective only.</p><p></p><p></p><p></p><p>The PC should continue to exist in the world and react within characterisation.</p><p></p><p></p><p></p><p>Yes and yes if I like the innovations.</p><p></p><p></p><p></p><p>Th GM should create a situation and the story is told after the fact drawn from player choice, situation evolution, and the random element (if any).</p><p></p><p></p><p></p><p>At a pace the table is comfortable with. Somethings the GM sees as extraneous can prompt the players into action or can be important to the players' understanding.</p><p></p><p></p><p></p><p>Fine; depending on social environment (i.e. it's fine via email or if the group goes out for dinner. It's not OK if members of the group meet at a social event meant for another purpose).</p></blockquote><p></p>
[QUOTE="Nagol, post: 6005172, member: 23935"] I'll run/play most though I try to stay away from "you always lose" systems and over the top humour as a GM. Superhero, post-apoc (future, fantasy, or modern), detective, multi-genre Troubleshooting, plotting, exploration (relationship or geographical) Yep. GNS blows. I don't think the dimensions are well chosen. Fun time. The largest supportable by the game that doesn't engender long times out of the action for players or lead to a splitting headache from the noise. No. Substantial loss should be a risk but not a certainty. Yes. Yes. GMs get a universe; the player gets a character. The player should make all decisions regarding how that character interacts with everything esle. GMs should only adjudicate. NPCs may offer advice from that NPC's perspective only. The PC should continue to exist in the world and react within characterisation. Yes and yes if I like the innovations. Th GM should create a situation and the story is told after the fact drawn from player choice, situation evolution, and the random element (if any). At a pace the table is comfortable with. Somethings the GM sees as extraneous can prompt the players into action or can be important to the players' understanding. Fine; depending on social environment (i.e. it's fine via email or if the group goes out for dinner. It's not OK if members of the group meet at a social event meant for another purpose). [/QUOTE]
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