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General Tabletop Discussion
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"A World Worth Saving": Chris Perkins on NPCs and GMing style
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<blockquote data-quote="AshySimon" data-source="post: 6095172" data-attributes="member: 76061"><p>I agree. We're doing Zeitgeist right now and I think it's handling all these points really well. When the NPCs are competent and good, it relieves us, but they never quite do anything heroic, so it's a well tread line. I did notice that our entire group immediately suspects everyone to be butts all the time. Players are pretty jaded people. It's been nice to be consistently treated pretty well. Even when we ARE goof ups. Sometimes it leads to some comical points, none of us are born detectives. It's been a lot of fun.</p><p>At this point, I think if someone did betray us it wouldn't even poison things too much. But we'd be SO, SO mad. And not at our GM/the game, either. </p><p></p><p>Zeitgeist works hard to make us like this random place we've been dumped in as protectors of. It's been doing a really great job. I think we all really do care about the place for real by now.</p><p></p><p>On the other hand, Tomb of Horrors was fun because everything was legitimately out to get you. --Our DM for that had a similar style to our Zeitgeist DM though. He sort of wanted us to survive. It took us probably close to 15 hours, but we made it, and it felt super great. Not without a LOT of INTENSE paranoia though! It was pretty thrilling. We really thought we were going to die all the time, EVEN when the DM was being nice. </p><p></p><p>So I don't think there's ever a downside to being 'nice' as a DM. If you're constantly worried about the gaming equivalent of 'slipping and falling' then you can't concentrate well on Character choices that might be a little not-very-meta, or simply not being Player Paranoid. I think it does destroy some immersion - and that can kill some of the feeling of danger more than losing your character sheet!</p></blockquote><p></p>
[QUOTE="AshySimon, post: 6095172, member: 76061"] I agree. We're doing Zeitgeist right now and I think it's handling all these points really well. When the NPCs are competent and good, it relieves us, but they never quite do anything heroic, so it's a well tread line. I did notice that our entire group immediately suspects everyone to be butts all the time. Players are pretty jaded people. It's been nice to be consistently treated pretty well. Even when we ARE goof ups. Sometimes it leads to some comical points, none of us are born detectives. It's been a lot of fun. At this point, I think if someone did betray us it wouldn't even poison things too much. But we'd be SO, SO mad. And not at our GM/the game, either. Zeitgeist works hard to make us like this random place we've been dumped in as protectors of. It's been doing a really great job. I think we all really do care about the place for real by now. On the other hand, Tomb of Horrors was fun because everything was legitimately out to get you. --Our DM for that had a similar style to our Zeitgeist DM though. He sort of wanted us to survive. It took us probably close to 15 hours, but we made it, and it felt super great. Not without a LOT of INTENSE paranoia though! It was pretty thrilling. We really thought we were going to die all the time, EVEN when the DM was being nice. So I don't think there's ever a downside to being 'nice' as a DM. If you're constantly worried about the gaming equivalent of 'slipping and falling' then you can't concentrate well on Character choices that might be a little not-very-meta, or simply not being Player Paranoid. I think it does destroy some immersion - and that can kill some of the feeling of danger more than losing your character sheet! [/QUOTE]
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