From: | Glenn Robb <GLENNROBB@*******.NET> |
---|---|
Subject: | Gamemaster Law for SR. |
Date: | Mon, 22 Dec 1997 09:05:49 -0700 |
> "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