[UA] Dark Arc got me thinking

Ewald Grosse-Wilde E.Grosse-Wilde at gmx.de
Tue Jul 3 00:01:45 PDT 2007


Hello Mike,


first of all, I liked your post as well - very much. From my own 
experience I can add that the kind of GM who consistently reacts to PCs 
actions (and players hopes) is extremly nice to play with. Also I have 
to admit that I constantly struggle to do the same.
But on to my own idea. You talked about players taking some time to get 
rid of the "everybody else is the enemy" mindset. You also mentioned 
that it helps to start the campaign by asking them what they would like 
the campaign to be about. Both very true. Another thing may help: give 
the players some power over your GM-descisions. For example, tell them 
that they may add one plot element by handing you a slip of paper every 
other session or so. I tried this some time ago with my players; in the 
beginning they used this fairly often, actually adding some craziness to 
the campaign and forcing me to be more flexible (which in turn helped me 
get rid of the "screw with the PCs" mindset I share(d) with most GMs). 
They immediately became more active as well. Later on they rarely used 
this offer, shifting to a less reactive style of play.

Just my two cents,

Ewald
who just notices that this sounds suspiciously like some kind of 
counseling session :)

> Mike Lake wrote:
>> [Blah blah blah.  I think I know how to make a great RPG campaign.]
> Postscript:
>
> A couple of you liked my post.  Thanks!  Suddenly sensing I might be 
> responsible for my words, I went back and reread them.  I have an 
> addendum.
>
> It's important to tell the players up front that you want them to take 
> the initiative, and that you're willing to give them more freedom to 
> screw up than they may be used to, on the understanding that they will 
> use that freedom to take some risks.  You could, theoretically, get to 
> the same place with surreptitious Pavlovian conditioning, but it'll 
> take much longer.  Most players are decent chaps, willing to meet you 
> half way.
>
> Don't underestimate the power of reflex, though.  Having made the 
> promise, live up to it.  Keep feeding your players evidence of getting 
> away with stuff until they learn where the new equilibrium lies.
>
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