From: | Marc A Renouf <jormung@*****.umich.edu> |
---|---|
Subject: | Re: [SR2] GM Direction |
Date: | Mon, 12 Aug 1996 15:59:17 -0400 (EDT) |
> Would everyone please quit claiming that as he GM they are not
> controling the lives of their players. Who decides what jobs
> they will be offered? Who decides how the cops (and corps) will
> respond to the runners actions? Who shapes the events of the
> world around them?
>
> Stop squirming and fess up.
There is a very big difference between creating a setting for
your players to function in and directing their lives. There is a very
big difference between creating interesting NPC's for the players to
interact with and creating monster NPC's to hound and punish your players
constantly. And there's a *very* big difference between letting your
players be *in character* and have to face the reasonable consequences of
their actions and using an arbitrary "tool" to punish the players for
behavior determined to be "bad" when measured against the GM's moral
values.
You are correct in that the GM creates the world and directs the
action, but that doesn't mean they have to *control* the players.
Personally, I don't care whether the players are running characters that
are pious and good in every way, or rude, crude, homicidal maniacs with
acute paranoia. The consequences of both options have punishments and/or
rewards within themselves. But there's chance involved, and good planning
and careful execution can keep the worst of the consequences at bay. A
carefully planned murder can have few to no consequences. The same
cannot be said of "bad karma." It happens automatically, it's arbitrary,
and doesn't allow for differing viewpoints on morality (unless the GM is
a moral relativist). *That* is my problem with bad karma.
Marc