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Message no. 1
From: Glenn Robb <GLENNROBB@*******.NET>
Subject: Gamemaster Law for SR.
Date: Mon, 22 Dec 1997 09:05:49 -0700
> Ever considered that the reason just might be that _I_ have _not_ read
> "Gamemaster Law"? That I do GM SR but _not_ Rolemaster?
>
> /FL

*Gamemaster Law* is not just for RM GMs, it is for SR GMs, GURPS GMs, DMs
(in fact, if you combine the DM Guide with this book, you'd get the *real*
DM Guide), and a bunch of other GMs who GM other games.

Gamemaster Law helps GMs understand their players' roleplaying
personalities (in fact, the book identifies twelve different player
personalities in a Zodiac of 12 animals [Magpie, Dragon, Hawk, Serpent,
Sponge, Turtle, etc.]). Gives ideas on story construction (adventure
building) and some campaign mechanics.

So how does this book, written for every GM on the block, help SR GMs in
particular? Most of the help is in the front of the book. It identifies
usually three types of games: Heroic, Austere Heroic, and Realistic. Aids
in story construction, gives advice on the use of music, and even advice on
tournament play. One of the portraits on the cover deal with every game
out there: including super hero type games (the first person I noticed in
the portrait was a guy wearing his underwear over his tights with the name
"Superdude" written on his chest).

Gamemaster Law is the best book on Gamemastering that is available right
now. The advice in there is mostly for beginning and intermediate GMs, but
Advanced GMs may find the advice in the back of the book helpful (Gurth?
Do you do solo runs?). Although I will not steer you away from the equally
important GM advice on the Web (Blackjack's Shadowrun Page has some of the
best advice on technique I have ever seen).

Hope that helps you see my point. By the way, if any of you need help
adapting your stories to your players' personalities (even if one of them
is a munchkin/magpie) don't be afraid to ask.

— Elton Robb
Message no. 2
From: Gurth <gurth@******.NL>
Subject: Re: Gamemaster Law for SR.
Date: Mon, 22 Dec 1997 23:02:44 +0100
Glenn Robb said on 9:05/22 Dec 97...

> Gurth? Do you do solo runs?

I used to, due to lack of players. Now, there suddenly seems to have
materialized an almost endless supply of the buggers... The game's become
a lot more enjoyable with a group of players instead of with only one
player and a GM.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
Frankly my damn, I don't give a dear.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
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Message no. 3
From: TODD ROBBINS <digger-@****.COM>
Subject: Re: Gamemaster Law for SR.
Date: Mon, 22 Dec 1997 21:24:29 -0600
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Glenn Robb wrote:
>
> *Gamemaster Law* is not just for RM GMs, it is for SR GMs, GURPS GMs, DMs
> (in fact, if you combine the DM Guide with this book, you'd get the *real*
> DM Guide), and a bunch of other GMs who GM other games.

Ok, first of all I hated the whole concept apon which Rolemaster based
there system, which is why I never play it. If I wanted to look up that
many charts I would have become a doctor and gotten paid for it.

> Gamemaster Law helps GMs understand their players' roleplaying
> personalities (in fact, the book identifies twelve different player
> personalities in a Zodiac of 12 animals [Magpie, Dragon, Hawk, Serpent,
> Sponge, Turtle, etc.]). Gives ideas on story construction (adventure
> building) and some campaign mechanics.

I've been at this for long enough to spot my players personalities
without a need for a manual. But thanks anyway. Besides, someone else
has already published the different types of gamers on the web - in a
variety of different locations using a variety of different terms. I
fail to see how this book is anymore valid than any of this other
material.

> So how does this book, written for every GM on the block, help SR GMs in
> particular? Most of the help is in the front of the book. It identifies
> usually three types of games: Heroic, Austere Heroic, and Realistic. Aids
> in story construction, gives advice on the use of music, and even advice on
> tournament play. One of the portraits on the cover deal with every game
> out there: including super hero type games (the first person I noticed in
> the portrait was a guy wearing his underwear over his tights with the name
> "Superdude" written on his chest).

Ok, so basically I should pay good money for a few basic tips that have
been stated, restated, and published in about every roleplaying book in
the known universe? If you really want good tips on GM'n, stop by the
shadowrun archive and read both Jury's Bench and BlackJack's corner.
They'll give you far more insight and cost you far less money. In fact,
they are free.

> Hope that helps you see my point. By the way, if any of you need help
> adapting your stories to your players' personalities (even if one of them
> is a munchkin/magpie) don't be afraid to ask.

Ok, I understand that you found this book of value to you, and I
understand you like it. I don't understand why you went ballistic when
someone used the word munchkin, or why you seem to feel that it is
indispensable or the final word in gaming.
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Message no. 4
From: Bull <chaos@*****.COM>
Subject: Re: Gamemaster Law for SR.
Date: Tue, 23 Dec 1997 00:29:49 -0500
At 09:05 AM 12/22/97 -0700, Glenn Robb wrote these timeless words:
>> Ever considered that the reason just might be that _I_ have _not_ read
>> "Gamemaster Law"? That I do GM SR but _not_ Rolemaster?
>>
>> /FL
>
> *Gamemaster Law* is not just for RM GMs, it is for SR GMs, GURPS GMs, DMs
>(in fact, if you combine the DM Guide with this book, you'd get the *real*
>DM Guide), and a bunch of other GMs who GM other games.
>
>Gamemaster Law helps GMs understand their players' roleplaying
>personalities (in fact, the book identifies twelve different player
>personalities in a Zodiac of 12 animals [Magpie, Dragon, Hawk, Serpent,
>Sponge, Turtle, etc.]). Gives ideas on story construction (adventure
>building) and some campaign mechanics.
>
[SNIP!!]

If you really need to buya book to tell you all of that...

Bull
--
Bull, aka Steven Ratkovich, aka Rak, aka Chaos, aka a lot of others! :]

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Message no. 5
From: Glenn Robb <GLENNROBB@*******.NET>
Subject: Re: Gamemaster Law for SR.
Date: Tue, 23 Dec 1997 08:26:39 -0700
TODD ROBBINS wrote:

> Ok, I understand that you found this book of value to you, and I
> understand you like it. I don't understand why you went ballistic when
> someone used the word munchkin, or why you seem to feel that it is
> indispensable or the final word in gaming.

It is indispensable. No, it's not the final word on a GM's technique. There never is the
final word on a GM's technique.
Perfection in GMing is a voyage of self-improvement. Gamemaster Law has far more on
technique than I was able to relate.
Fortunately, it was written by two guys who know what they are talking about; and even
more fortunately, it has just two
points of view, and it tells you where you can get more advice on technique!

One best places to get advice for SR is this list. Other places are bulletin boards, and
pages like Blackjack's Shadowrun
Page and Gurth's page. It could be worse though; what if there was no such thing as
Advice for beginning GMs.

What if you were left in the dark as to what to do? There was no Gurth, no Blackjack, no
John Curtis III, no E. Gary Gygax
there to help you? What would you do then? You'd be pretty much left on your instincts
for good story telling, acting,
communication, and presentation.

And for some GMs, that's all they need because it comes naturally to them. Who knows?
You might be one of them.

— Elton Robb
Message no. 6
From: Drekhead <drekhead@***.NET>
Subject: Re: Gamemaster Law for SR.
Date: Tue, 23 Dec 1997 10:36:09 +0500
On 23 Dec 97 at 8:26, Glenn Robb wrote:

<Snipped>

Glenn, Elton, or whatever your name is. Please use the enter key, or
set your mailer to 80 characters or less. Your messages are coming
through as real long lines. I'm too lazy to scroll the screen, so I
am just deleting them. :)

--

===DREKHEAD==================================drekhead@***.net====
http://www.geocities.com/TimesSquare/Alley/6990/index.html
=================================================================
RAM disk is *not* an installation procedure.

-----------------------------------------------------------------
Message no. 7
From: TODD ROBBINS <digger-@****.COM>
Subject: Re: Gamemaster Law for SR.
Date: Tue, 23 Dec 1997 19:22:05 -0600
Glenn Robb wrote:
>
> It is indispensable. No, it's not the final word on a GM's technique. There never
is the final word on a GM's technique.
> Perfection in GMing is a voyage of self-improvement. Gamemaster Law has far more on
technique than I was able to relate.
> Fortunately, it was written by two guys who know what they are talking about; and
even more fortunately, it has just two
> points of view, and it tells you where you can get more advice on technique!

It is indispensable to you, not necessarily to someone else.
Personally if it were written by the same people that wrote the rest of
the Rolemaster series then I find it very hard to believe it would be of
much use to anyone, but that of course is just my personal opinion. If
you find it of use, then use it. But please don't assume that everyone
else in the universe needs it desperatly or they can't every possibly
become a good GM. I've been doing this for nearly 18 years. That isn't
bragging, that is merely a fact. You learn a lot in 18 years, well, at
least I've managed to put together a lot of techniques that work well
with my style.

>
> What if you were left in the dark as to what to do? There was no Gurth, no
Blackjack, no John Curtis III, no E. Gary Gygax
> there to help you? What would you do then? You'd be pretty much left on your
instincts for good story telling, acting,
> communication, and presentation.

EGG? You put EGG up there with the likes of Gurth and BlackJack.. oh,
that is rich. Ok, first of all obviously you've never run in one of
Gary's games. He is hardly what I would consider to be even a mediocre
GM. Secondly, I got started roleplaying *BEFORE* D&D existed - yes,
there are those of us who actually remember when D&D was brand new on
the shelves. Personally, I've never found Gamemastering to be the epic
quest you seem to think it is. In fact, I've always found it to be a
very easy thing to do. Set the stage, tell your story and let the
campaing evolve around your P.C.'s. Easy money. You keep your story
active, keep your players involved and let things develop from there.
Hardly what I consider brain surgery. But like I said, if you really
like this book, use it. Just don't assume that it is the end all be all
of game mastering.

Digger

Further Reading

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.