Page 492 in The Baratie
first Latest
Page 492

first Previous Next Latest
Average Rating: 5
Number of people who have voted: 2

By the same author as Grand Line 3.5



17th Jan 2014, 3:37 AM

A good GM knows his players well enough to concoct scenarios for anything the players might try to do.

A good player will surprise the GM anyway.

edit delete reply


17th Jan 2014, 4:18 AM

Or you can be my GM and just do the most random crap TO your players so they don't have time to do their insane plans. They're too busy wondering why there's a little girl trying to kill you with teddy bears.

edit delete reply


17th Jan 2014, 8:33 AM

Ah! The old "hospital scene in Akira trick."

edit delete reply


17th Jan 2014, 3:45 PM

All I can think of is the 'decepticons counter'.

My DM statted out a set of massive iron golems(five, if I recall correctly) capable of various abilities for each one. For a while, any time we annoyed him, he would add a tick for us. I've heard enough that I estimate the CR on one of these things at fifteen. No lower than ten, though, because it was huge size category golems.

he started the ticks at level one.

I'm so, so, so happy that he started taking EXP for purposefully disrupting the game.

edit delete reply


19th Jan 2014, 11:45 AM

Our GM doesn't even bother writing scenarios anymore, ever since we turned his Highlander game into P&P Civilisation.

edit delete reply



17th Jan 2014, 11:03 PM

The last game I was in, the GM set things up in a way that "this is the way events will unfold if the players don't do anything." And then set us loose into the setting.

Antagonists would be doing everything they could to defeat us, but only with resources they could realistically have.

His reasoning was that he'd have a hard time out thinking an entire party. This is further justified by the fact that the group had several smart players.

And even with as loose a direction he had? We still managed to completely disrupt it.

To me the game is much better when you can completely subvert encounters with creativity.

The flip side is that you might come across obstacles that are completely unfair if you make a series of bad decisions.

But we've won a lot of completely unfair encounters as well.

The problem is that you need several good players and a really good game master. But that campaign was some of the most fun I've ever had.

edit delete reply


19th Jan 2014, 7:55 PM

Ya gotta keep in mind that in this style of game- you're not necessarily trying to 'beat' the others. You're more attempting to tell a story with multiple storytellers- the dice and rules are simply there as frameworks upon which you can build, and tools to use when you can't make up your mind about something or have dissention in the ranks.

edit delete reply


18th Jan 2014, 10:24 PM

Over the years, the only rule I have for being a DM is that, guaranteed, your players will find a way to surprise you.

edit delete reply


22nd Aug 2017, 7:10 AM

Well, i play mostly for the bullshit and ranudom fun stuffs, my friend for plot, and the other guy is more of a fight enemies after enemies.
The gm manage to make things so that we all get something we enjoy. that his a plot solved by crazy fighting plan. still have to do that catapulting a cow thing luke tried with is old group.

edit delete reply


17th Oct 2017, 6:29 PM

I tend to think what would be cool and fun to put there, and then see if i can justify it's presence. The players tend to think "what would be the craziest and funiest way to this". the important is to know where to draw the line for the session to not become a complete mess.

edit delete reply

Leave a Comment