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What is YOUR GM style?
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<blockquote data-quote="Lanefan" data-source="post: 8428265" data-attributes="member: 29398"><p>In my game the setting is, in many ways, ultimately out to kill you if you decide to mess with it. As it's the job of adventurers to go out and mess with things those adventurers can probably expect to, sooner or later, die and-or suffer other foul consequences. If, however, they succeed and survive then the rewards will be ample; and the game/setting provides some means of revival from death, though at costs both physical and monetary.</p><p></p><p>As a game, both skill and luck play their parts; though luck probably factors in to a greater degree than in most "modern" games.</p><p></p><p>The campaign will run for as long as anyone wants to play in it - as DM I plan for ten years and see where things are at after then. Character turnover is expected; player turnover also though not as frequent. Players may (and probably should) have multiple PCs in the setting; and characters are rolled up where I or at least one other player can see the rolls.</p><p></p><p>In character, anything goes: kill each other if you want to, it's all the same to me. But the arguments stay in character; out-of-character arguments will get shut down fast. Separation of self from character is expected.</p><p></p><p>Player input, suggestions, or questions regarding rules and rulings are welcome (and sometimes quite necessary!), but in the end my word is law: abide or die. I'll think through any rulings as carefully as I can before making them, as rulings once made are locked in as precedent for that campaign and I don't want to lock in a bad one.</p><p></p><p>I'll start the ball rolling with an adventure or two and maybe some backstory, but after that it's largely up to the players, via their characters, to tell me what comes next. If they don't, I'll have something ready as a fall-back.</p><p></p><p>Metagaming is, as far as possible, discouraged and-or banned depending on the situation. Players cannot act on info their characters would not have (e.g. if a player knows an away scout is in trouble but the player's PC does not, the player cannot have the PC start a rescue mission).</p><p></p><p>Where possible, reality has its say; and magic is explained using real-world physics as a starting point. Magic in any form can be high-risk high-reward; magic items can be destroyed by clumsiness or bad luck (and might go 'boom' or otherwise generate some wild magic), and casting is easy to interrupt.</p><p></p><p>I'll telegraph danger when it makes sense to do so, but I don't telegraph everything. "Gotcha" is very much a part of my vocabulary; just as it could be for the PCs were they to set up a good trap or ambush. That said, "Are you sure?" is also part of my vocabulary when it looks like someone's really about to go off the deep end.</p><p></p><p>The setting is static in that things don't move or change behind the scenes due to meta-concerns such as which PCs are in the party or what they've chosen to do. The setting does have an ongoing backstory (a bunch of them, in fact) which will carry on as they would until-unless the PCs interact with them in some way.</p><p></p><p>And in the end I know I'm doing it all wrong if the players ain't either a) laughing and-or b) engaged in in-character roleplay and-or c) on the edge of their seats wondering how they're gonna survive this one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8428265, member: 29398"] In my game the setting is, in many ways, ultimately out to kill you if you decide to mess with it. As it's the job of adventurers to go out and mess with things those adventurers can probably expect to, sooner or later, die and-or suffer other foul consequences. If, however, they succeed and survive then the rewards will be ample; and the game/setting provides some means of revival from death, though at costs both physical and monetary. As a game, both skill and luck play their parts; though luck probably factors in to a greater degree than in most "modern" games. The campaign will run for as long as anyone wants to play in it - as DM I plan for ten years and see where things are at after then. Character turnover is expected; player turnover also though not as frequent. Players may (and probably should) have multiple PCs in the setting; and characters are rolled up where I or at least one other player can see the rolls. In character, anything goes: kill each other if you want to, it's all the same to me. But the arguments stay in character; out-of-character arguments will get shut down fast. Separation of self from character is expected. Player input, suggestions, or questions regarding rules and rulings are welcome (and sometimes quite necessary!), but in the end my word is law: abide or die. I'll think through any rulings as carefully as I can before making them, as rulings once made are locked in as precedent for that campaign and I don't want to lock in a bad one. I'll start the ball rolling with an adventure or two and maybe some backstory, but after that it's largely up to the players, via their characters, to tell me what comes next. If they don't, I'll have something ready as a fall-back. Metagaming is, as far as possible, discouraged and-or banned depending on the situation. Players cannot act on info their characters would not have (e.g. if a player knows an away scout is in trouble but the player's PC does not, the player cannot have the PC start a rescue mission). Where possible, reality has its say; and magic is explained using real-world physics as a starting point. Magic in any form can be high-risk high-reward; magic items can be destroyed by clumsiness or bad luck (and might go 'boom' or otherwise generate some wild magic), and casting is easy to interrupt. I'll telegraph danger when it makes sense to do so, but I don't telegraph everything. "Gotcha" is very much a part of my vocabulary; just as it could be for the PCs were they to set up a good trap or ambush. That said, "Are you sure?" is also part of my vocabulary when it looks like someone's really about to go off the deep end. The setting is static in that things don't move or change behind the scenes due to meta-concerns such as which PCs are in the party or what they've chosen to do. The setting does have an ongoing backstory (a bunch of them, in fact) which will carry on as they would until-unless the PCs interact with them in some way. And in the end I know I'm doing it all wrong if the players ain't either a) laughing and-or b) engaged in in-character roleplay and-or c) on the edge of their seats wondering how they're gonna survive this one. :) [/QUOTE]
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