Don't over GM.
Don't over GM.
Don't over GM.
Did I say that enough? Let the players run free in their illusion of control. You'll be glad you did.
So, off I go to the next post...wait, what? What do you mean you don't understand what I'm saying?
You mean, it isn't self apparent what I mean? Crap. Okay. Deep breath. In and out, breath in and ... Okay, enough of that. Here we go.
Here is 3 signs you are over GMing the players:
1. You play their characters for them.
If this happens at any time you are being stupid. If you are determining their actions for them, in character or mechanically as the GM, you are fucking up. Before anyone protests, here is an example. Since we have got to have examples.
*grumble* *grumble*
If you intervene and tell a character they should or shouldn't do something because it mechanically doesn't work or wouldn't be something they would do, then you are over GMing. Let them figure out what their character will do. If they are way out of align with their past history, handle it some other way. Use the game to drive home the point.
If you are rolling the dice for them, its too much.
If you are looking up their powers, skills, abilities, spells, etc so they can use it, you're over the line.
2. The players are merely passengers for your story and its all about me, me, me, instead of them, them and them. If what they do doesn't have an effect or impact what's going, then why are they there? Its like playing MOO3 - the damn computer does it all for you. Things like that are called movies or plays. Those kinds of things are pre-scripted and don't care about the observer's actions.
3. You don't allow the players to try things. If you are cutting them off or talking them out of things because you don't thing it will work or its not aligned with your vision of them, its too much. This one kills me. I've been guilty of it once in my life and swore never to repeat it. I see this as one of the worst offenders of the over GM list.
Don't over GM.
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