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Seeking Advice on GMing

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HollowerFollower HollowerFollower's picture
Seeking Advice on GMing
There's a high possibility that I will be running some Eclipse Phase at my local game store. Problem is, I haven't done any GMing in a very long time, and when I did I was just a kid who really didn't know what he was doing. So, I was hoping I could get some advice from the people here who likely know much more about Eclipse Phase and GMing. At the moment, the idea is to go with some horror. Likely have the players sent by Firewall to investigate some derelict ship, only to discover [i]something[/i]. Maybe TITAN created technozombie creatures that infect people's Morphs? Or maybe some sort of alien creature? That's not necessarily important. But what is important is figuring out how to run this properly. How do I set the right mood and how do I scare my players? And really, how do I GM successfully when running a game with players who can be fairly unpredictable? Any and all help will be deeply appreciated.

“Had every Athenian citizen been a Socrates, every Athenian assembly would still have been a mob.” -- The Federalist No. 55

Jimson Jimson's picture
Re: Seeking Advice on GMing
I can't really help on the EP stuff, but I'll see what I can do to help with GMing, and possibly mood. On the board "Music for EP" Colin provide some excellent music for the EP setting. One piece I think would help provide mood and horror would be Angel Meat. Its by a group called "In Slaughter Natives." As for GMing something new, I try to have the player learn most of the rules that their characters would use. For instance, I GM shadowrun, but I do not every single rule out there. If I have some one who's expertise is explosives, I want them to know all that they need for that area. By that, every character brings a new rule to the table, and the GM can absorb it all. That may, or may not, be good advise, but so far it has worked for me. This also may not be good advise, but if you players are unpredictable, perhaps you should be unpredictable too. Have them roll to notice something, and then have it turn out to be nothing much (i.e. shadow, floating debris, etc.). Then when they are least expecting it, throw something nasty at them. Gotta run. Not sure if any of this helped. Also, I love you idea for a starting adventure (the derelict ship). Let me/us know how it goes.
standard_gravity standard_gravity's picture
Re: Seeking Advice on GMing
I wont write a long post on GMing generally, but I'll try and give a few thoughts you may find helpful. Let's run with your idea of techzombie infected morphs. Build up a mood of mystery, develop it into panic and terror. For example, as the PCs get their assignment, they can be shown messages from the ship, first routine calls, then someone in the crew telling his loved ones that he feels uneasy, that weird things are starting to happen. Then maybe the virus infected the ship too and communication links were shut down or the ship AI went mad. You could also give the players various clues as to something having infected the ship, perhaps digitally or by way of a physical drone docking with the ship. During the PCs trip to the ship, you could give them further info, perhaps something happens at the ship, a few members of the ship's crew could still be alive and manage to send a short distress signal. As the PCs enter the ship, let them investigate it area by area. Start with elements such as darkness, guts, dead bodies, blood, quiet suspense. Then have them run into a zombie, or a survivor, and either continue the quiet horror gameplay or go into action mode, depending on what story you want prefer. If the PCs become infected themselves, you could have fun with the incubation period. Perhaps they slowly turn into zombies, and you give them written notes describing how they start to feel different, see strange things, feeling the urge to eat flesh or whatever. In any case, good luck. GMing isn't all that difficult, in my opinion. I think a general problem is that GMs try to do too much. I think if you come up with a few interesting characters, settings and scenes and trust the players and yourself to improvise and together create a great story.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
Lots of good advice to be had. My 50 cents worth ... No plan survives contact with the PCs. If you provide three ways for the PCs to sneak into the villains' lair, chances are pretty good they will completely miss all hints * , then come up with something completely different. All you can do is be prepared for a little ad-libbing if necessary . * [What is blindingly obvious to the GM often isn't for PCs, and vice versa] When all else fails, TAKE A BREAK. Seriously. If the PCs do something that is totally-over-the-top-never-would-have-thought-of-that-in-a-million-years-bat####-frackin'-crazy, do NOT try to ad-lib / talk your way out of it right away. Have a break, go to the toilet, get a soda from the fridge, run screaming from the room, or (if feeling honest) just tell your Players "Congratulations, guys, you got me by surprise with that one. I'm gonna take a few minutes to think about how to deal with it...". If your group is semi-decent, they will understand, and may even take this as a compliment. ------ I totally endorse and support Jinson's advice: "... if you players are unpredictable, perhaps you should be unpredictable too. Have them roll to notice something, and then have it turn out to be nothing much (i.e. shadow, floating debris, etc.)....". In short, bluff them ... At various times, let Players see you making die rolls behind your screen and (apparently) taking notes. For no reason or, if they ask, you answer with something like "You'll find out, soon enough...". Have a little emoting with the above - one time snigger, another time look disappointed, another time smile like a Cheshire Cat. Single out PCs for odd seemingly out-of-the-blue questions ("Is your Character wearing thick boots? He Isn't? Oh, well..."), and make note of the result, with emoting as above. NEVER EVER say definitively that a room is empty, tell the PCs that it SEEMS to be empty. Occasionally question a PC's actions ("Are you SURE you want to do that? You are? OK."). Mention minor random (and totally harmless) things - lights snap on automatically when they enter a room, another room feels cold, or there is a packet of Chewie-Froots(TM) floating in the airlock. Not everything has to be significant. Don't overload the game with trivia, but sprinkle a bit around for added flavour. The point is that this is all bluff, but if you carry it off well, your PCs will be totally paranoid, which is always a good thing.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
jackgraham jackgraham's picture
Re: Seeking Advice on GMing
As a practical matter, make sure you carefully read your players' character sheets and know their capabilities. Balancing encounters in EP can be challenging because of the wide range of builds available to characters. This game is kind of a power gamer's paradise; you can build a character who's just a ridiculous death machine right out of the gate. Don't be blindsided by this. Then, know the rules for your PCs' particular capabilities. If you have asyncs or infosec hackers in the group, make sure you're fully versed in what they can and can't do. As far as developing plots in this game, one of my favorite routes is top-down. I'll start with a major boss or threat: a minor TITAN, a new strain of the exovirus, or a crazed singularity seeker. Remember, TITANs and exsurgents should be individuals. Yeah, they want to kill off transhumanity, but why, and how? How did their transformation into monsters affect them, and how does it play out in their modus operandi? I view it a little bit like trying to invent a serial killer. A sociopath who's out to kill everyone is most interesting in terms of the style that their particular warped worldview brings to their actions. From there, deciding what sort of minions they might have and how they go about getting what they want isn't too hard. Make the PCs paranoid. In a world where your enemies can bodyhop, the floatways of a big habitat present as many dangers as a creepy derelict space ship. Throw in third parties aside from the main antagonist who add to the tension. Make their motivations inscrutable so that your PCs have to work to figure out who is the real enemy and who's just an opportunist on the sidelines of the plot. Hope that helps.
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
jackgraham jackgraham's picture
Re: Seeking Advice on GMing
7thSeaLord wrote:
Single out PCs for odd seemingly out-of-the-blue questions ("Is your Character wearing thick boots? He Isn't? Oh, well..."), and make note of the result, with emoting as above.
Heh... yeah. About three months ago I e-mailed my players, OOC, and asked them to each write up for me how their character would react to discovering a fork of themself had been stolen and was running around out in the world, thinking it was the alpha fork. Then I just went on with the game as normal, refusing to answer any questions about why I'd asked. At our last session, months later, the players discovered in game that their characters had indeed been forknapped, although the characters haven't figured this out yet. We now have two threads of the game running using separate forks, and I'm sure they're wondering if there aren't more of them out there. :)
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
jackgraham wrote:
About three months ago I e-mailed my players, OOC, and asked them to each write up for me how their character would react to discovering a fork of themself had been stolen and was running around out in the world, thinking it was the alpha fork. Then I just went on with the game as normal, refusing to answer any questions about why I'd asked. At our last session, months later, the players discovered in game that their characters had indeed been forknapped, although the characters haven't figured this out yet. We now have two threads of the game running using separate forks, and I'm sure they're wondering if there aren't more of them out there. :)
Congrats, that was very nicely done. Keep up the good work. The real beauty of getting the PCs' paranoia cranked up to "11" comes when they start theorizing about what is REALLY going on, what might happen next, and what to do about it. Often, the stuff they come up with will be way WAY better than whatever you had in mind. Don't be afraid to grab these ideas and (mis)use them as you see fit. ;)
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
HollowerFollower HollowerFollower's picture
Re: Seeking Advice on GMing
I have to say this has all been really useful material. Though I haven't started running a game, I plan to very soon. I'm still trying to figure everything out, but I'm hoping to develop a strong outline that will keep me from being completely caught off guard by my players. I'm still having trouble figuring out how to properly keep my future players unnerved. For the most part, from what I've seen, players like to make jokes or casually chat as the game runs. My question for anyone who has encountered this (I'd hate to say 'dealt with' since I don't really think it's that much of a problem) is how to make sure that, despite any of this, the players are still 'on their toes' so to speak. Also, I'm definitely interested in going with some strain of the Exsurgent virus which creates the 'tech zombies'. But I'm curious as to whether or not I offer a cure? While I definitely want the game to be primarily dark, I'm not sure if a lack of a cure would be too much. Any more advice would be great.

“Had every Athenian citizen been a Socrates, every Athenian assembly would still have been a mob.” -- The Federalist No. 55

standard_gravity standard_gravity's picture
Re: Seeking Advice on GMing
Keeping players on their toes: When I was a GM back in my teens I used to enforce order around the table with authority. This could work if you really do know your players well and want to take on the role as daddy / kinder garden teacher. These days, I deifnitely don't. Today I am more flexible and accept that we are playing to have fun and if that means laughing and making off-game comments that's usually fine. However, I still wont let this happen in critical situations (roleplaying or story wise) nor would I let it get out of hand - in these cases it is usually enough just to tell the players to knock it off for a bit. In the end of the day, if your story isn't by itself captivating enough there isn't much you can do except go with the flow and think of ways to improve your approach for next time. [i]"But I'm curious as to whether or not I offer a cure?[/i] I have the same issue presently in my campaign. And I have decided that I will at least offer the possibility of a cure. In short, the characters are not (yet at least) affiliated with Firewall, but Firewall will be very interested indeed in the new strain of the virus that is involved in the story. Depending on how things pan out, firewall will probably offer any infected PCs the option to be quarantined and taken away to an undisclosed medical facility. The carrot is that they FWs best medical staff will seek to find a cure and also that the PCs are helping humanity by giving FW a chance to do research on this new threat. Moreover, should the PCs refuse FW will do all they can to capture or destroy them with the use of brutal force.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Zophiel Zophiel's picture
Re: Seeking Advice on GMing
7thSeaLord wrote:
Lots of good advice to be had. Mention minor random (and totally harmless) things - lights snap on automatically when they enter a room, another room feels cold, or there is a packet of Chewie-Froots(TM) floating in the airlock. Not everything has to be significant.
A friend of mine used a variation of this that was very evil. Hence I encourage all GM's to learn from it. The game was Cyberpunk 2020 and we were out on a boat in the bay or some such. Every so often he would say "an AV flies over. An autogyro flies over" etc. The first two or three times we all looked up, did threat analyses etc. Finally he said "its the sprawl, something flies over your head every 10 or 15 minutes" and we all chilled out. But still he'd sprinkle in drones, avs, helicopters etc overflying. Thus we completely missed the bad guys doing their recon overflight just about sunset. . .
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
On a similar note .... In a long-ago D&D session, the party set off a trap that did nothing but thoroughly douse all of them in a glowing powder. Naturally, the Players jumped to the obvious conclusion but, in answer to their queries, the GM pointed out that their Characters did not have the slightest idea what radioactivity was, nor did any of their spells reveal much (other than it was "a tad" poisonous). So, the party then rather amusingly fabricated all sorts of excuses to clean all of their gear repeatedly, bury some of it, make repeated use of certain curative spells and items (despite repeated 'assurances' from the GM that "the Characters felt fine"), and even totally shave off ALL hair (yep, even the dwarves). The powder was completely harmless. W-e-l-l, actually, it was mildly toxic - but you would have needed to eat a couple of pounds of it to have any real effect. That was all. Immense entertainment for the GM, major embarassment for the partymembers. :D
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
Cardul Cardul's picture
Re: Seeking Advice on GMing
7ThSealord, that reminds of a WereWolf game I ran once where the party were infiltrating a Pentex-Syndicate jointly run facility. They stepped in lemon juice. Just, normal, ordinary lemon juice. Everything told them that it was just normal, ordinary lemon juice. So, they did not realize that the lemon juice was what the syndicates It-X Provided killbots were programmed to track, since the only people who would be in the lemon juice were people who should not have been there.
Zophiel Zophiel's picture
Re: Seeking Advice on GMing
In other words, don't forget to remind players just what experiences in EP are common and everyday, so that your NPC's can use those same assumptions against them later.
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
Another thing. When running a combat, or anything else of a heavy-duty "action" nature, DO NOT let it turn into a book-keeping exercise. Describe what is happening. You don't say, "The monster hit your Character, and did 8 damage". B-o-r-i-n-g. Instead, describe what happens - "The monster lets out a deafening howl, and slashes at you with its claws..." , or "The monster hisses from the darkness, and you feel one of its pseudopods squeeze painfully tight around your left leg ...". Encourage the Players to do the same when describing their Character actions. Not a requirement (some people are better at this than others), just encourage it. If the PCs do a lot of damage, or achieve something major - provide detail about what happens (head explodes, a limb detaches, whatever ;) ). Likewise, when something bad happens. Don't be afraid to ad-lib a little, and even throw in a touch of comedy - somebody accidentally drops his knife, roll to see if he skewers himself in the foot; or somebody finally kills that dang monster, determine which PC gets his nice clean protective suit sprayed with guts'n'gore as a result. Trust me, spectacular successes, and comparably spectacular failures, are what Players most like talking about afterwards. And, this is very important. Always, always make sure EVERY Character gets at least one chance to do something cool and/or significant in the course of each session.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
Cardul Cardul's picture
Re: Seeking Advice on GMing
7thSeaLord wrote:
Another thing. And, this is very important. Always, always make sure EVERY Character gets at least one chance to do something cool and/or significant in the course of each session.
Aff, though, from my experience, some PLAYERS are oblivious to those opportunities. And, as a GM, I find myself wanting to reach across the table and smack that player repeatedly until he starts thinking(yes, I have someone specific in my group in mind...)
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
Cardul wrote:
7thSeaLord wrote:
Another thing. And, this is very important. Always, always make sure EVERY Character gets at least one chance to do something cool and/or significant in the course of each session.
Aff, though, from my experience, some PLAYERS are oblivious to those opportunities. And, as a GM, I find myself wanting to reach across the table and smack that player repeatedly until he starts thinking(yes, I have someone specific in my group in mind...)
Fair enough. The best you can do there is (a) Try to find out what may get that Player's interest. Could be a lack of confidence, or just feeling overshadowed by others. Maybe.; (b) Don't be subtle, it never works that well; (c) Keep track of who has what skills, capabilities, specialized equipment and backstory. Use that knowledge. If he is the only partymember with IR Vision, that could prove significant at some stage. (d) Don't be afraid to fudge "random" die rolls. If the group is in combat, and Mr Oblivious is still scratching himself, have him be a target for at least one attack or any other occurance that demands immediate attention. If the group is in a social situation, have the sloppy drunk throw up on him specifically, or pick a fight, or whatever. Not all the time, obviously - don't pick on the guy (much), but do put him on the spot at least once a session.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
The Sandman The Sandman's picture
Re: Seeking Advice on GMing
Also, find ways to mess with players who metagame. If they aren't at least occasionally having to roll a Stress Test against Things That Should Not Be According to RAW, you aren't doing things right. Just for example, one longer-term thing I'm likely to throw at the players in the game I'm starting up is a digital asynch; that is, their psi abilities function only on infomorphs, synthmorphs and poorly on pod people, with dumb AI treated as animals. If I want to be really cruel, I think I'll wait until they finally figure this part out to have that NPC fork itself into something like a Futura morph in order to have an assistant with the regular version of psi abilities. And other little things. Like, for example, a corp that has some stuff it really wants hidden from radar and T-rays and that decided to defend against snooping by putting basilisk hacks inside the facility walls. Or finding any avenues for trauma that a player left open in their backstory and exploiting them mercilessly. Or trying to induce paranoia in anybody who's ever been a fan of Lovecraft or a player of CoC/Cthulhutech by putting the primary known Factor outpost in the system on Pluto.
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
The Sandman wrote:
Also, find ways to mess with players who metagame. If they aren't at least occasionally having to roll a Stress Test against Things That Should Not Be According to RAW, you aren't doing things right.
Mentioned earlier on this thread were the ideas of using bluff, red herrings and "routine" occurrances to mess with the Players' heads. This works especially well against metagaming - they are often too busy trying to analyze something innocuous to try anything funny.
The Sandman wrote:
Just for example, one longer-term thing I'm likely to throw at the players in the game I'm starting up is a digital asynch; that is, their psi abilities function only on infomorphs, synthmorphs and poorly on pod people, with dumb AI treated as animals. If I want to be really cruel, I think I'll wait until they finally figure this part out to have that NPC fork itself into something like a Futura morph in order to have an assistant with the regular version of psi abilities.
Throwing in stuff that is not entirely standard is a good way to catch the more knowledgeable PCs offguard. Good luck, but I advise caution. Within my group, we have a couple of laws about this kind of thing, named after one of our number: McGregor's First Law Of GMing (better known elsewhere as 'Gary Jackson's Second Law of Player Dynamics'): Regardless of its condition, ANY Doomsday Device located anywhere in any RP scenario will inevitably be activated by the Player-Characters. Usually by accident. McGregor's Second Law Of GMing: Any rules tweak, "unusual" tech, unique artifact, weird ability, superweapon or special tactic that a GM creates for his game should also include the assumption that PCs will somehow acquire and make use of it. If your bad guy's powers provide any major advantage, then rest assured that one of the PCs' first questions will be "Can we get it, too?". Third, perhaps fourth question at the latest, I guarantee.
The Sandman wrote:
And other little things. Like, for example, a corp that has some stuff it really wants hidden from radar and T-rays and that decided to defend against snooping by putting basilisk hacks inside the facility walls. Or finding any avenues for trauma that a player left open in their backstory and exploiting them mercilessly. Or trying to induce paranoia in anybody who's ever been a fan of Lovecraft or a player of CoC/Cthulhutech by putting the primary known Factor outpost in the system on Pluto.
Ah, yes, paranoia and exploitation. They can bring joy to the GM's heart. I would add that any Disadvantage that the Player took to get extra points for his/her Character should be given proper exercise. That doesn't mean clubbing the PC over the head with his Character's major disads at every oppurtunity. But, lulling the Player into false security by seeming to forget them, only to later use them as part of a major "revoltin' development" can be nasty. Very satisfying, too. "You bastard" is one of the highest accolades a Referee can receive from his Players :D .
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
The Sandman The Sandman's picture
Re: Seeking Advice on GMing
7thSeaLord wrote:
If your bad guy's powers provide any major advantage, then rest assured that one of the PCs' first questions will be "Can we get it, too?". Third, perhaps fourth question at the latest, I guarantee.
In this case, my answer would be "Sure; considering that it's the result of a nasty strain of the Exsurgent virus, however, you probably don't want to."
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
The Sandman wrote:
In this case, my answer would be "Sure; considering that it's the result of a nasty strain of the Exsurgent virus, however, you probably don't want to."
:) Don't count on it.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
The Doctor The Doctor's picture
Re: Seeking Advice on GMing
The Sandman wrote:
In this case, my answer would be "Sure; considering that it's the result of a nasty strain of the Exsurgent virus, however, you probably don't want to."
If they [i]really[/i] want to... just neglect to tell them about the side effects until they start to manifest. Such as biomorphs suddenly craving metal shavings and environment suit maneuvering propellant. And then they wake up the next morning to an emergency klaxon sounding and they have little slivers of steel embedded in the tips of their still bleeding fingers...
7thSeaLord 7thSeaLord's picture
Re: Seeking Advice on GMing
Regarding NPCs ... Having properly fleshed-out NPCs with distinct personality traits and agendas really adds something to any RPG. A GMing trick that works very well for me is to mentally "link" significant NPCs with specific personalities that I already know well from real life, the movies, history, other games, novels, etc.. These are then used as the basis for individualizing that NPC - speech, body language, etc.. You don't need a full "one-to-one" match (better if you don't - so the Players can't figure it out), simply borrow a few snippets of that personality where necessary and appropriate. Doesn't matter if you are no good at impersonations (I'm not either), just changing posture and altering one's speech when playing the part of somebody that the PCs must interact with, enhances the whole experience for the Players.
"Do it? ... Dan, I'm not a Republic serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago." Ozymandias, The Watchmen
standard_gravity standard_gravity's picture
Re: Seeking Advice on GMing
I think that there are many ways in creating an interesting campaign, but well developed NPCs are surely a must. Generally speaking, nowadays I prefer more open-ended plots where the PCs / players are able to influence the outcome and even take control of plot dynamics as well as initiate their own plots. To enable this, I focus on creating the background and the setting and leave much else to be developed as the game progresses. That is, I write NPCs, places of interest and factions/organisations. When creating NPCs and factions thereof, I make sure they have clear agendas and motives so that I know what they desire in their interaction with other NPCs and the PCs, and how they will react/act as the various plots develops. I think this makes for a more dynamic and intersting universe compared to one in which I as GM/god simply pushes the PCs/players around in my preferred direction. I must admit that I still sometimes write more linear road-movie type scenarios, but in most cases I find that my players are not too thrilled being told what to do.
[img]http://boxall.no-ip.org/img/ext_userbar.jpg[/img] "People think dreams aren't real just because they aren't made of matter, of particles. Dreams are real. But they are made of viewpoints, of images, of memories and puns and lost hopes." - John Dee
Bloodwork Bloodwork's picture
Re: Seeking Advice on GMing
HollowerFollower wrote:
I'm still having trouble figuring out how to properly keep my future players unnerved. For the most part, from what I've seen, players like to make jokes or casually chat as the game runs. My question for anyone who has encountered this (I'd hate to say 'dealt with' since I don't really think it's that much of a problem) is how to make sure that, despite any of this, the players are still 'on their toes' so to speak.
Casual chatting and quoting Python during the game is standard fare for most groups. And they may do it more when they are unnerved to try and alleviate the tension. The biggest problem is when the whole game gets sidetracked. One way to deal with it is to encourage them to keep the jokes in-character, that way it doesn't take people out of the game too much. Hopefully they can get it out of their system before things get very serious. If not, try to keep a straight face and remind them of their character's situation.
That which doesn't kill you usually succeeds on the second attempt.