thebitterguy: (Default)
[personal profile] thebitterguy
When the GM starts an adventure by saying "You are in this place, doing this thing", DON'T FUCKING START ASKING QUESTIONS.

Don't go "how did we get here?" Don't ask any questions. For the love of all that's holy, don't interrupt! If the GM starts the game in media res, GO WITH IT. Maybe it'll be a dream. Maybe it'll just get the game started quicker. Endless, bloody inquisitions will just make the game slow down to a crawl.

In other news, don't question the GM's knowledge of the game world during character generation. Big hint, chucky: he IS the game world now. And your ability to quote chapter and verse from the Requiem rulebook and the latest chatter on the Forums means two things: Jack, and shit. Ask questions, if you like. Offer suggestions, if you will. But when he says something doesn't matter, don't act like it should.

Feh. I'm just cranky.

Date: 2005-05-10 12:48 pm (UTC)
mneme: (Default)
From: [personal profile] mneme
It's correct, though.

Some games are of "interrogate the GM or you won't get anywhere" sort, but some are not, and players need to be able to distinguish between the two.

Date: 2005-05-10 12:53 pm (UTC)
From: [identity profile] the-solecist.livejournal.com
As well some GMs are of the can't share details, so one has to interrogate them to know anything variety.

It's best when the GM and the Player mesh on the way they interact. Philosophy of role-play, and expectations play a big part in whether any given GM-Player pairing will work well, or at all.

Memorize and obsess players are why I created my own world. Then they can't know the stats of something they've never even read about, and have to approach it with more caution. :D

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