From: | ELFBOY <MBAKER@*****.VINU.EDU> |
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Subject: | Re: GM's And StorytellingKQ |
Date: | Mon, 14 Nov 1994 13:15:47 EST |
How can I, as a GM, avoid "leading" the characters around with
too-obvious clues? And, if they are wasting hours on unimportant
parts of the adventure, how can I let them know, without being too
obvious as to where they should go? I'd appreciate any
suggestion/discussion.
Elfboy:>I don't claim to be an excellent GM, but here are some tips:
When I describe a scene/bar/club at the beginning of a run, I make
about four NPC's stick out from the rest, each very different from the
others. Then I let the second NPC they choose become the contact.
However, if they are to choose a specific NPC, I make the "wrong
NPC'S" freak out or fight with one another till the PC's choose the
correct contact. Ex:"Aproaching an intriguing fellow they notice he
begins to twitch, his eyes roll back in his head... He jumps up and
spits blood at them, then runs out laughing and choking."-or he
passes out, dies,... something fast to move them to the next NPC.
"Clues"--When you give clues, use words with double meanings,
use codes such as:1=A, 2=B, 3=C...or 'pig latin'. Also, you can get
clues from source books:make them look up a source book in the
matrix or remind them that 'Chip libraries' at least still exist.
If they follow a misleading clue...:Next time someone rolls a
perception test, point out that the clue has changed somehow or if
they look at it again, make it change or disappear.
Oh yes and the all time 'cheap' GM move: Use ideas from old
videogame or adventure books.
One more thing: Do you know about ShadowTalk and NERPS?
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ELFBOY
"Eternal youth is yours, gift or curse, make of it
what you will."-Elfqueen