From: | Joker <s1057948@*******.gu.edu.au> |
---|---|
Subject: | Planning. |
Date: | Wed, 25 Sep 1996 10:51:26 +1000 (EST) |
> I tend to insist that the players tell me what they are doing and think
> about their actions, it makes them work as hard as I have to. It also
> makes them consider the finer details of a game, and I do use some very
> fine details to link adventures and give out funny little clues
> throughout a game about the run they're on, one's they've been on, and
> one's yet to come.
My Characters have so far been very good at nutting out plot Ideas and
figuring the best ways to get the job done, Deal with this NPC, or screw
this Johnson out for as much money as possible. The Karma awards have
reflected this and It's refreshing to watch the Characters take apart
each piece of information and not notice when I mark down plot Karma
awards for them. It is also good when at the times when I'm not Really
plotting against them to hear five or Six nasty theories that could make
thier lives hell, all from the players trying to second guess me. :) I
have noticed they don't always air every concern (Remembering the "I'm
not even going to say that Aloud" Shudder.) Any other GM's get such
wonderful paranoia help from the player?
===================================================================
If you ever drop your keys into a river of molten lava, let'em go,
because, man, they're gone.
===================================================================
The Joker,
Craig Chatfield. Email : s1057948@*****.student.gu.au
===================================================================
I can picture in my mind a world without war, a world without hate.
And I can picture us attacking that world, because they'd never
expect it.