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The Biggest Thing Game Designers/GMs do Wrong

Started by RPGPundit, October 04, 2006, 12:42:32 AM

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James McMurray

Yeah, running that campaign gave me a very Minbari viewpoint on the interconnectivity of all things, at least from the GM chair. I try to keep the motivated GMing to a minimum, and my players are usually good enough to find all sorts of crazy stuff to get mixed up in all by themselves, but sometimes an opportunity presents itself to create a polymorphing dragon wizard that joins adventuring parties to trick them into killing other dragons (usually Good) and then kills the adventurers to take the hoards for themselves. And honestly, can you say no to that? :)

The group eventually (as they crossed the threshold into epic levels) learned that the universe is in a cycle of self discovery, and this particular cycle had been focused on the baser emotions and how they could affect even the staunchest of those that think they're "good." For instance, at one point the samurai subjected a respected elder / underling to what was effectively eternal torment simply because when he'd bathed in the pool he came out feeling stronger and as if he could withstand any pain in the multiverse because he'd already felt the worst it had to offer. Unfortunately the game died soon after we hit epic levels, mostly because of how long combats take when everyone's defenses are that high.

Hopefully this won't get me branded as one of those bastards that beats people over the head with ideas, especially since I've already denounced those types in another thread, and don't actually believe the idea presented in the campaign. ;)

Blackthorne

One of the reasons I've never taken a serious stab at writing is because I lack experience. I've never been in love successfully, or in a real relationship.
I can write about death, but not about love, and not about life. So at best I'd be missing 2/3 of the equation. Gaming is easier. You can get by on cliche and 2 dimensions a lot longer.