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(TFT) My three rules of GMing



       My three rules of Gming
  (always, never, and sometimes)
   

    Always start a campaign with a solo adventure. It is easier to get things going in the right direction and then bring in others than it is to try to heard a bunch of people all at once. By bringing in subsequent players one at a time it should be easy for them to pick up the spirit of the campaign established between you and the first solo player. This way the players will not be able to over power any ''new'' ideas being presented in their mad stampede back to the old accepted ways in which they are used to doing things.
 
         Never allow any player to start with a character of any social status higher than squire. Make them earn every inch of progress and you will see them relish even the smallest gains. My favorite angle is to start the soloist in Jail, naked, chained to a wall, and armed with nothing but their wits. You may be surprised to see how much enthusiasm they exhibit on acquisition of their first real weapon.
         Sometimes have duels of honor, to first blood, or arena fights with captured animals so the players can discover the bold new world of not killing every single thing they meet. Give about five experience for these controlled events, but allow side bets to stimulate their interest. This way, if there were any buried grudges they will come out in a controlled setting.  
          David Michael Grouchy II
 
 		
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