In an effort to try and find players in my online or within my geographic area, I'm rebooting my blog. I've done some work pulling older posts that I feel are no longer relevant and I've decided to reiterate/revise my write-up of my GMing style. Additionally, I'm working with a new APA, Ever & Anon which started after the closure of the long-running Alarums & Excursions APA. The reboot is far from over, however, so more changes may or may not occur. Once again, I'd like to thank lorc and Delapouite for the open use of their icons from game-icons.net under the Creative Commons 3.0 license.
The Style of My Games
Being a writer, I tend to favor story over rules and roleplaying over
roll-playing. I tinker with the rules when necessary, whether it's in
reverting to an older version of a rule or creating house rules to cover
official rules that don't seem to fit.The GM is in Charge: As the GM, my word and judgment are first
and final, period. We're here to have fun, not pixel-bitch about rules
and canon. If I make a mistake or someone has a question, please say so.
I'll usually either make an on-the-spot correction and fix the mistake if possible, or make a temporary ruling and look into it after the game has concluded. We can then address it at the beginning of the next
session, or I might address it to the group by email. The
fastest way to annoy me to the point of blacklisting is to be a rules lawyer or canonista and bog down the game.
Rule Zero is in Effect: To steal a page from a previous version of Bruce Gulke's Mythosa website: "Every
[game element] is subject to change or removal at the discretion of the
GM. Even if a game element is initially permitted, if it is later
deemed incompatible with the campaign, it will be modified or removed.
Any characters (PC or NPC) that use that element may be required to
adjust to the change (in other words, grandfathering is not guaranteed).
[I] will attempt to keep this sort of thing to a minimum (if at all),
but sometimes this may happen in the process of keeping the rules
appropriate to the campaign setting."
Tinkering and House Rules: No game system is perfect. I have yet to find a game system that I haven't tinkered with or amended with house rules. In conjunction with Rule Zero, though, I try to keep this to a minimum, I will keep players in the loop with regard to changes from the rules as written.Story First: I run RPGs in order to tell heroic stories. I'm not in this for Player-vs-Player deathmatches, evil campaigns, socio- or psychopathic PCs, lone wolves, edgelords, or murderhoboes. At the start of the game we will discuss character concepts and the kind of story you want to tell - but it must be a heroic story. While I'm happy to have the players steer the story, I'm not above taking a firm hand to keep them on the right track. Don't deliberately dead-end the story, slaughter NPCs left and right, or otherwise act like a bunch of psychopathic nutbags.
Tinkering and House Rules: No game system is perfect. I have yet to find a game system that I haven't tinkered with or amended with house rules. In conjunction with Rule Zero, though, I try to keep this to a minimum, I will keep players in the loop with regard to changes from the rules as written.Story First: I run RPGs in order to tell heroic stories. I'm not in this for Player-vs-Player deathmatches, evil campaigns, socio- or psychopathic PCs, lone wolves, edgelords, or murderhoboes. At the start of the game we will discuss character concepts and the kind of story you want to tell - but it must be a heroic story. While I'm happy to have the players steer the story, I'm not above taking a firm hand to keep them on the right track. Don't deliberately dead-end the story, slaughter NPCs left and right, or otherwise act like a bunch of psychopathic nutbags.
Intraparty Conflict: While I feel PvP activity can sidetrack a game, sometimes it is allowable - but only at dramatically appropriate times. These exceptions include:
- Certain games where betrayal is expected - e.g. Blade Runner, Cyberpunk 2020/Red, Shadowrun, Paranoia, etc.
- Campaign finales, particularly if old grudges come out with sudden - but inevitable - betrayal.
- PCs being tempted to betray the party by NPCs.
- A PC getting their "just desserts" for a past misdeed.
Drama:
The stories in my games have highs and lows - victories and defeats;
ambushes and escapes. Just because the characters are heroes doesn't
mean the cavalry will be there to save them at the last minute; bad
things do happen to good people occasionally. However, good redeems its
own in that the characters have acted to better others' state of life.
Conversely, evil eats its own. Though an evil overlord may rule for
years in a game world, they will fall, either at the hands of the
heroes, a vicious minion, or through self-destruction.
Scary and Disturbing: This aspect is dependent upon the players
and so is not a constant. Because we are telling stories of heroes, the
villains in some - but not all - of my games are
equally horrible - cultists, traitors, murderers, slavers, outer gods,
and things that go bump in the night - those are se of the things the
PCs will face. I also don't shy away from some adult situations. A
character's family and friends might incur tragedy at the hands of a
villain or his minions. I'm not one to revel in gore or distressing
situations. I will fade to black before I do anything gratuitous.
Sexual Content: Character romance and intimacy is a possibility in my games, but not to the point of gratuitous sex scenes. I don't believe such things necessarily make for good storytelling. As with disturbing content (see above), I will fade to black in such situations.
Run!: A lot has been made in the past about game balance. Though
I'm not one to kill characters wantonly, their players have to use their
common sense and brains to stay alive. If they wander into a cave and
start poking a dragon with a ten-foot pole or wade into the midst of a
charging horde of orcs, they'd best be prepared to run - and maybe have
another character at the ready.Heroism: Even
though I've lived in this world for a good many years, I still possess a
shred of idealism, believing that good overcomes evil. I despise evil campaigns. That being said, I expect my players to be playing the
heroes. I'm not saying the PCs have to be saints walking on water; they
could just as easily be antiheroes or rogues with hearts of gold, but
when push comes to shove they should be willing and able do the right thing, even if it
means walking a hard road at great cost.Consequences:
This aspect is connected to the concepts of "Story First" and "Drama".
Characters have the agency of free will, and as such, all their actions
have consequences. Tracy Hickman wrote an excellent series of essays regarding morality in RPGs. To paraphrase part of his third essay,
games without consequences cheat their players. We expect things to
work a certain way in the real world - when you hit your thumb with a
hammer, it hurts and you try not to do it again. In a fantasy
world, if you commit a crime, there should be lawful repercussions - to
have it any other way is to make the entire game a lie.Character Death: I don't shy away from character death, but I'm not one to kill
characters willy-nilly, however. I believe a character's death must
serve a purpose in relation to the story - such as noble sacrifice, to
demonstrate the serious nature of a situation, or the lethality of a
dungeon, creature, or trap. If you are overly attached to your
characters, you may want to avoid my table.Mirror:
Players have a part in building the world around their characters -
it's only fair. I'll mirror back any ideas I think are interesting in
the game. Feel free to fly by the seat of your pants and improvise on
your character's background. However, keep in mind that I reserve the
right to modify or completely veto any idea. You may say your character is the heir apparent to a great merchant house, but that doesn't make it so. However, I could always make it so, leaving you, the player, saddled with how best to handle the family business, its debts, its allies, and its enemies. So be careful what you wish for.Tactics & Teamwork:
I value teamwork and tactics in a game. I hate lone-wolf tactics and
grandstanding. I reward teamwork and ingenuity in all situations, not
just combat. Having a plan requires communication between players, and I
encourage you, the players to do so in-character. The same goes for
setting goals and objectives for your individual characters and the
group as a whole.
Improvisation: No plan survives its first contact with the
players. I welcome player ingenuity and the improvisation it requires
and I try not to railroad the players (too much). I have seen players
come up with some madcap ways of dealing with enemies and situations
alike - whether it's locking a tractor beam onto an asteroid to use it
as a flail to smash pursuing pirate fighters or using gold paint to
defeat an eldritch creature vulnerable to gold. More often than not, I
laugh my head off as the players make the wheels come off my villains'
machinations...
Pre-generated Material & Maps: I'm only human and sometimes I
run out of time, energy, or inspiration. As such, I do make use of
pre-generated material, including characters, maps, and adventures. I
will modify the material to work with the game I am running as
necessary.Technology at the Table: While I understand that technology such as cell and smartphones,
tablets, and laptops can be a boon to tabletop gaming, I also know they
can be a distraction. I ask that laptops and tablets be used only to
refer to PDFs of rulebooks or online SRDs. Phones should be set to
vibrate or otherwise left alone. I have no problem with people answering
necessary calls (family and work, ordering food, etc), but that's the
limit.No Harassment: As detailed in a previous blog entry,
I will not tolerate players harassing their fellows or otherwise making
them to feel uncomfortable or unwelcome. Offenders will be given one
chance to straighten up and fly right before being told - not asked - to leave.


















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