Editing GM Theory - Ideas to help run RPGs

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 50: Line 50:
 
::: Plot is "and that led to"
 
::: Plot is "and that led to"
  
 
 
=do lots of things badly or one thing well=
 
: Greg Costikyan once said that a game can either do lots of things badly or one thing very well. At the time, he was writing games like Paranoia which is a perfect example of a game which does one type of game very well indeed.
 
 
: Of course, the jury is still out on this one. One of the strengths of a game like Trinity is that it combined a whole host of sci-fi concepts, themes and approaches, so you can select the one with which you wish to run it, be it high-action superheroic space opera or dark and gritty conspiracy-busting SF. Other games, like Blue Planet, provide an almost completely neutral world, not free of action but free of any particular spin or plot mode; everything on Poseidon has a flavour of politics on the new frontier, but what type of stories you might run there are conspicuously (and deliberately) absent from the book.
 
 
: Most of the big games on the market take this approach; we provide the tools – the imagery, the physics, the people and places, often these days even the tropes of the kind of genres being emulated – but you decide what they do. Exalted and Unknown Armies are two good examples that define feel far more than narrative structure. Others, like D&D, define the kind of things you will be doing, the challenges and structure of the plot, but leave the feel of the game and much of the setting up to the GM (or a sourcebook). Others, like Buffy or Feng Shui, work by encouraging the emulation of a particularly well-known narrative formula from other media, not just in setting but in plot structure also, to the extent of building narrative awareness into the character design and the rules of play.
 
  
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)