construct-ing the role :: ZDIW tips

Elsewhere I was reading a thread ‘roleplaying architecture’. The basic question of the thread was “where can you bring all your gaming interests together online and keep it as an archive that others can build on?”
Nowhere, that I know of.
One waggish comment, however, was ‘you want to play a building?’


so you don’t have to rant: ‘Why I Hate Group Threads’

Shadows of Amber :: Fiery Pits of Hell :: Why I Hate Group Threads
Perhaps some links to webpages that describe cures for this habit are in order?
General guides for net play:
Overrunning slow posters:
Groups scenes, do’s and don’ts:
Besides, you know I don’t like to read ‘Fiery Pits’ threads.
Stop making interesting threads in the Pits.
thank you

GM feedback :: Player to Player shared sticky

GameCraft :: GM, Player, Fun & Feedback
per recent thoughts shared here… how do we improve the flow of information both ways?
found by way of LJ Robert Donoghue – All about the players.
And this LJ stuff, mashugenah: Inverting the problem: Playing in Roleplaying Games
one thing which is commonly not discussed in detail is how to be a good player. I am not absolutely certain what causes this lack…
all from postings by JZ also on LJ, which I find very, very worth pondering. Here.
Sticky thoughts about facilitating gamers sharing the awesome fun.

mortals vs amberites

Every game group decides how much drama conflict to ‘hand-wave’ out of the shared imaginative space with assumptions and shortcuts. That process is also improved by understanding the basic rules first. Be careful when you dismiss inferior opposition to the PCs and when you play it out.
Amberites are not nearly as smart as they think they are. They are more arrogant than smart, more guts and gifts than vigilant, IMHO. This is how Corwin bests Benedict, Jasra bests Merlin, Julia bests Dara, and two state troopers best Brand. These canon examples all provide cases of inferior skills beating a superior talent.
So I try to make sure the action always allows for dramatic interrupt per the canon. IMC, amberites are competent but are not teflon superheroes.


GMing apprentice craft

Quite by accident (that’s my story and I’m sticking to it) a spambot directed me to check in with the 20×20 Room where I found the old entry on Game Craft regarding lack of support for how to make a game work once you know the rules.
What’s that? You imagine that once you know the rules, or have read the game book from cover to cover you just need players and a bunch of game prep?
Uh, no. If only it were that simple.
You see, GMs make mistakes, forget their own maxims, and even misjudge the ‘fun’ in every session at least once. Every session. “At play” stuff most rulebooks ignore.
When was the last time you read rules for ‘fixing’ a bad GM call?
I ran a D&D game that lasted off and on for twenty years and I blew up the campaign with an error in judgment I didn’t see coming. Isn’t hindsight a marvelous thing?
Trust me, I didn’t handle it so well in actual practice.


GMing craft and Player narrative power

from a forum question elsewhere:

The situation:
Amber is under attack. The enemy is ruthless and inhuman. Amber City is in flames, and one of the PC’s is in the thick of things. He’s hunting through the streets with a company of soldiers looking for the enemy, but not currently engaged in battle.

GM: “A building to your right collapses, sending flaming debris into the alley. The debris falls up against the next building along, an orphanage. You can hear the screams of terrified children inside.”
Player: “To hell with the battle, I go into the burning building and save them.”
GM: “Okay, you’re hunting through the building, but it’s rapidly filling with smoke and you can still hear coughing. You’ve saved some, but there’s still some more here. The danger is increasing.”
Player: “No, you don’t understand. I save them all. End of scene. I don’t want to play in a game where children die on-camera, so I save them all, and we move on.”

What do you, as GM, do?