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Mastering Iron Heroes? Worth it?
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<blockquote data-quote="SJE" data-source="post: 2800703" data-attributes="member: 13282"><p>Heres the thing.... you dont have to be 'utterly' consistent. Reasonably consistent is just fine. So, sit back, relax, put the rulebook down and let the game flow. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>You dont have to be infalliable or know all the rules. The one secret to a good game is this-</p><p></p><p>Trust.</p><p></p><p>The players have to trust that you as the GM are going to collaborate with them to create a cool and rewarding game. They trust that you wont be unfair or petty and will listen to what they want to do and work with them to make it as fun as possible. That you'll give each and every one of them your attention and their chance at some cool 'screentime'. And as a GM, you need to return and earn that trust.</p><p></p><p>If you have that, then all the rest of the game will flow just fine. </p><p></p><p>So to my mind, the important thing is that the GM is consistent in promoting fun and coolness in his game. Whether the DC varies a little here or there, or you make up some poison rules on the spot is irrelevant. Players want GM consistency, not rules consistency. I've seen rules lawyer GM's ruin games with favouritism or abuse of the spirit of the rules. And then I've seen whole groups get incredible enjoyment out of a legendary near free-form game where the GM simply said "Roll something. High is good" and then worked with the personality, strengths, weaknesses and backgrounds of the character to give them a fair and consistent result. </p><p></p><p>My experience- a book of zones doesnt make your game this incredible, interactive, cinematic experience. Watching a cool movie and saying "I want to use that in my game" does</p><p></p><p>SJE</p></blockquote><p></p>
[QUOTE="SJE, post: 2800703, member: 13282"] Heres the thing.... you dont have to be 'utterly' consistent. Reasonably consistent is just fine. So, sit back, relax, put the rulebook down and let the game flow. :cool: You dont have to be infalliable or know all the rules. The one secret to a good game is this- Trust. The players have to trust that you as the GM are going to collaborate with them to create a cool and rewarding game. They trust that you wont be unfair or petty and will listen to what they want to do and work with them to make it as fun as possible. That you'll give each and every one of them your attention and their chance at some cool 'screentime'. And as a GM, you need to return and earn that trust. If you have that, then all the rest of the game will flow just fine. So to my mind, the important thing is that the GM is consistent in promoting fun and coolness in his game. Whether the DC varies a little here or there, or you make up some poison rules on the spot is irrelevant. Players want GM consistency, not rules consistency. I've seen rules lawyer GM's ruin games with favouritism or abuse of the spirit of the rules. And then I've seen whole groups get incredible enjoyment out of a legendary near free-form game where the GM simply said "Roll something. High is good" and then worked with the personality, strengths, weaknesses and backgrounds of the character to give them a fair and consistent result. My experience- a book of zones doesnt make your game this incredible, interactive, cinematic experience. Watching a cool movie and saying "I want to use that in my game" does SJE [/QUOTE]
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