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(TFT) GM will




The GM will award (or subtract) experience points as you play; they are your character's reward for staying in character and achieving his objectives, whatever they are.


The GM will find it convenient to keep record sheets on his
own characters, as well.


NOTE: Sometimes the GM will make a roll for a character, so the result will be secret. These rolls do count for experience, if they are successfully made. The GM tells the player later.


If you make the roll, the beings will automatically be friendly . . . the GM will ignore any "hostile" reaction roll, treating it as "neutral" instead.


If a figure has this ability, the GM will tell him whenever he sees something of worth.


In a very bad situation, the GM will make a reaction roll, modified as he sees fit, to determine whether your follower(s) stay loyal.


 The GM will roll 4 dice against your victim's IQ to see if he is fooled. { disguise }


 If he misses the roll, the chemist will be uncertain; if he misses badly, he will be mistaken (the GM will lie to him), or he will suffer the bad effects (if any) of the potion.


If outdoor encounters are to be arranged randomly, the GM will want to create a set of tables similar to the ones below.


If this kind of thing keeps you away from your job, the GM will make a reaction roll (modified as he sees fit) to tell you whether you need to start job-hunting again.


If a GM wants to run a real campaign, he will need to keep track of time — in the real world, or in the game world.


Ingenious GMs will think of other devices to tell the players what is going on. {besides taverns, rumors, and maps}


The GM will make a reaction roll (secretly) to determine the slave's attitude toward his new master.


A player may command a slave he owns, but the GM will be the final authority on what the slave does.


The GM will make up a character sheet for your employer, who may be a very experienced character indeed.


{fat, skinny, tall, short, etc.} GMs will have to handle the play of such characters accordingly, giving advantages and disadvantages as they see fit.


For other situations, the GM will determine what saving roll he wants to require from the characters.


In many cases, the GM will tell a player to make a roll on X many dice — without telling him what he is trying to avoid.


If a trap takes 5 dice to detect, for instance, the GM will roll 5 dice for each character who approaches; any character who makes the roll will see the trap.


Sometimes the GM will have to assign a roll against IQ or DX, where none is given; as a game master, you will quickly get a "feel" for what is appropriate.


Various items can be piled in front of a door (the GM will have to decide for himself how much they add to a door's ST).


A creative GM will leave ways for the players to turn some traps or trap-situations to their own good.


Every GM will want to invent his own special creatures 		 	   		  
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