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Tiralee
No fancy polls this time, but as the sole GM for my group (3-10 players. Yeah, I know, it's weird for me too) I'd like the opportunity to take up my own character and cut loose.

Some players have had experiance "with the other system" but since I can simply remember most of the SR stats off the top of my head, they're quite intimidated with it all.
(Look, I only bring the core rules - 3rd edition all the way baby! and Mits, and the Cannon Companion. And the "shopping list"...Ok, maybe the 5 pounds of dice scare them, I don't know, ok?)

It doesn't help that I've run the majority of the games, mainly because the ones who stepped up tended to, uh, suck. Badly. And that was with "the other game".



What's the best way you've found to capture the pliable mind of some unsuspecting player and tempt them to the dark side?

Quite interested in this - I've got an action-heavy slaughterfest and an initiation metaplaner quest to juggle, 4 different players on each. At the same time.

-Tir
Platinum
well.... this is how it worked out for us, when we hit that place. (I am the one to remember all the stats and modifiers, so I know how you feel)

The gm was running things and said, that he was burning out and someone needed to step up for a bit. If someone is willing to step up and they just sucked, then you should have them solo for you once or twice.

Have them read some of the how to GM threads and walk them through it all gently. Some people were just born to GM but most have to be cultivated and taught some basic tricks. Have them read some novels, watch a movie and get some inspiration. You might want to have them start with something as simple as the 5 SR: missions modules that were for conventions. I am using them to teach my wife the ropes, they have a great deal of flexibility and provide all of the necessities you need to get started.

Good luck with the quest for a GM, I am rather jealous.
nezumi
1) Run an excellent campaign for 1-2 years. Make sure your target(s) is hooked.
2) Lock the target in a room with a group of players too lazy to start their own campaign.

It worked for me!

Truthfully, the first thing I'd do is take someone on as a co-gm. Show him how things work, make sure he knows the plot, the mechanics, so on and so forth. Once he's comfortable, have your 10 group team split into two separate teams. He runs one, you run the other. Finally, get sick and die so he's the only standing GM.
GrinderTheTroll
QUOTE (Tiralee)
What's the best way you've found to capture the pliable mind of some unsuspecting player and tempt them to the dark side?

Quite interested in this - I've got an action-heavy slaughterfest and an initiation metaplaner quest to juggle, 4 different players on each. At the same time.

-Tir

When I offer my group to be GM they usually reply with "I don't know all the rules". I tell them it isn't required and that we're all be here to help answer questions when they come up. Still this seems to be a stumbling block for my long-time players would-be-GMs.

Bet thing we ever did was make sure everyone had an SR corebook. Nothing empowers a player/GM more than being able to see for themselves when the BBB has to say on the matter rather than the "handed down from the mountain" GM-style that's happended to us all.

Starting off with out-of-the-box chars and an easy run (we use the StufferShack from SR1 as the initiation run for all new GM's and SR versions) and give them a chance to take it slow.

Tell them to write things down. I've done this long enough that unless it's a special NPC or critical to my story, I don't bother with specifics since you can generalize most things. However, new GM's will feel more comfortable if they have something to reference, some way for them to feel in control, despite their unlimited power! Muhuwawa!

Also, talking like Emporer Palpatine helps too. biggrin.gif

Good Luck,

~GTT
Wounded Ronin
I think being honest is best. Just say that you're feeling burned out and that you'd invite someone else to take a stab at GMing.
eidolon
Echo WR. However, be prepared for the inevitable differences that the game will have. It's of utmost importance that you help him learn to GM, but that you keep firmly in mind that you aren't GMing.
mfb
back when i was running my first D&D3.0 game, i had the party discover an artifact that was, effectively, a dungeon in a box. you set it up somewhere, and it lets you basically pick something like (char level)*10 CR worth of creatures, with a maximum CR of (char leve)+4. something like that, at any rate. the artifact would summon these creatures and cause them to populate the area you choose (i'd set up the situation such that the question of using them offensively never came up, thankfully), turning it into a dungeon. i then proceeded to run a party of enemy characters through the dungeon they'd set up.

the idea isn't very useful for SR, of course, but the general principle of turning your players into quasi-GMs in limited situations can help take some of the strain of GMing off.
Dog
Sometimes the issue is GM prep time. Perhaps your other players see the amount of work you put in before your game even starts and feel intimidated by that. If that seems to be the case, point them towards published adventures.

Also, I suggest you work with the recruit to develop a character for yourself that is either: 1) a mentor or guide to the other players, justifying your greater knowledge and allowing you to drop hints to the GM without breaking character, or 2) make a character who is a complete moron, so the group can't just let every decision fall to you.
Whichever you're comfortable with.
Toptomcat
I now have a burning hate for the above.
Calvin Hobbes
Because it reveals tricks you've used, or tricks that have been used on you?
Brahm
No, because they left out one extremely useful tactic. Toss out -one- moderately to higher end priced treasure item and a few babbles that in total aren't worth anything close to the value of the single treasure item. Stand back and watch the PCs and players stab each other in the back to be to one to get the item.

Instant combat with no NPCs required. cool.gif
Toptomcat
Because none of the 'tricks' listed are really any fun for the players. If your extemporaneous bullshitting skills can't make you through a session, you don't deserve to be a GM.
toturi
QUOTE (Toptomcat)
Because none of the 'tricks' listed are really any fun for the players. If your extemporaneous bullshitting skills can't make you through a session, you don't deserve to be a GM.

Quoted for truth.

Until SRComp 4 comes out, SRComp 3 states that the GM's job is to ensure that the players have fun. If your players aren't having fun, then don't be the GM please.
Wounded Ronin
QUOTE (Toptomcat)
Because none of the 'tricks' listed are really any fun for the players. If your extemporaneous bullshitting skills can't make you through a session, you don't deserve to be a GM.

Well, I think it works better for D&D than for SR. In SR it would be pretty hard to defend being put into a box out of the blue. With D&D there's "magic" which can explain everything away.

Hell man, the beginning of two of the greatest classic D&D modules ever, Palace of the Silver Princess, and Chateau D'Amberville both had super plotwagon deadly red glow or fog which forced the PCs into weird settings. Chateau D'Amberville was, like, total plotwagoning because if you tried to walk out into the mist instead of entering the castle and being trapped in medival France you'd experience hallucinations and death.

In D&D we could even be playing Planescape. "Duurh, the rock you picked up off the ground was in fact a portal key and now you're trapped in the plane of...box."
Snow_Fox
My group finally ended in December of 2005 when the main GM moved to New Mexico. It had been an ongoing group back to when older people, like DLN's husband, were in HS, playing AD&D in the early 80's. So we had lots of experience.

We took turns GM'ing so that the main GM didn't burn out. It started witrh one of us doing a one off just to give the DM/GM a rest and then we got ideas for our own campaigns, so we could explore. With different people doing it the main GM, Bill, could go a couple of months without having to run a game, which gave him time to work up campaigns/adventures that he was happy with, rather than the pressure to pump something out weekly.

While he GM'ed if we got ideas, we could write them up and then be ready as he concluded his run.

I would suggest that if someone has an idea they think is cool, they should right it up and try just running it a week or so to get the feel. This can grow from there.
SL James
QUOTE (toturi)
QUOTE (Toptomcat @ Jun 10 2006, 10:24 AM)
Because none of the 'tricks' listed are really any fun for the players.  If your extemporaneous bullshitting skills can't make you through a session, you don't deserve to be a GM.

Quoted for truth.

Until SRComp 4 comes out, SRComp 3 states that the GM's job is to ensure that the players have fun. If your players aren't having fun, then don't be the GM please.

I'm going to have to echo these two comments.

QUOTE (Tiralee)
What's the best way you've found to capture the pliable mind of some unsuspecting player and tempt them to the dark side?

1)Ask them;

2) or if that doesn't work, force their hand by saying that you're not up to playing GM.

One caveat: If one waits until the group meets, just suck it up. Otherwise, the players should be allowed to kick the GM in the balls.
Tiralee
Uh, my players DO have fun - but I neeed to get some of the bodies a little more, well, interested/aware of HOW the games is played (rather than "I jump out of the Mobmaster and launch some grenages) and what happens IF you don't think, or take heed of the fraggin OBVIOUS "hints" I've dropped them.

Case in point - our resident sammy/porno genius (NEVER ask) is about to be introduced to my newest friend, the Azzie death-squad. Why? Well, apart from levelling a rather expensive facility (To be honest, a team effort) he ignored the not-so subtle hints of "Go away and watch pron for a couple of months, until the heat dies off) and went on violent rampage after violent rampage.

I rolled for "Interested Parties" (SR Companion, an underrated book that.) and a few people sparked way higher than he did. But they knew the score and disappeared for a couple of months, leaving safehouses, etc to wither on the vine (They did make out like bandits and the majority conclusion was that dead-ends seemed like a bright trail to leave any nosey parties)

However, he was in love with his character's capabilities and gear and wanted to use them. "Go train some skills in the desert then!" I hinted. The rest of the team SHOUTING that that was a good idea....

Soon-to-be-made-an-example-of: "Nah, it's cool. Hey, I'm going to knock off a few gangs - that should increase my street rep as a hardass!"
Team: <Shouts of frustration, "you idiot!" etc, etc.>

So, while I send in an even dozen or so heavy mercs and a mage or two, the rest of the players will be staggering around on their own with a new, all-the-more-likely-to-waste-them mission.

I'm hoping a few of the other players will watch and take notes, at least.

-Tir.
SL James
Hahaha

Yeah. I've been running a game and had people roll Wrong Party when the called everyone in the world on this run. Shockingly, they paid for it dearly.

Worst part is, it's not even over and the only PC who hasn't taken a D wound had to heal the last two who did (I also played a PC who got shot nearly to death. Rolling the Damage & Healing rules in M&M for the first time as a PC made me wish unspeakable horrors to befall the authors. However, I do admire that they made rules that are so awful that the Player suffers.) until he was almost unconscious.

OBTW, Net results of the SR3 Permanent Damage and M&M Damage Rules as follows:
* 1 point of Reaction: Lost
* 1 point of Stress: Body
* Nearly suffered Body Attribute Failure.
* 2 points of Stress: Smartlink II (Right)
* 1 point of Stress: Wired Reflexes
The Stainless Steel Rat
QUOTE (Tiralee)
What's the best way you've found to capture the pliable mind of some unsuspecting player and tempt them to the dark side?

Here's what I did:
  1. Start dropping hints that the current story arc is
    1. Too involved to bring to any sort of conclusion by the end of the decade
    2. Too complex for them (the PC's) to fully understand, and is thus wasted, as pearls before swine.
    3. Nigh unsurvivable
  2. Additionally, drop hints about how great the old days were, when you used to be a PC wrecking all of the GM's carefully layed plans and laughing all the while. (corollary: Make it clear that that was in your impetuous youth, you have grown as a role-player, and would now make it your goal to further a story at any cost, including great risk to your person or property.
  3. Whine a little about how hard it is to GM (and allude to your doubts regarding the ability of any of the PC's to actually do the job, given that their intelligences render them capable of only destroying plotlines and the general populace)
  4. Remind them that they have made so many powerful enemies by now that you would feel entirely justified by randomly forcing them to soak sniper-rounds to the head (frequent random hidden rolls will help back up this threat)
  5. Bring a fully built character to the game and discuss the concept and and history of said character at length with the most likely candidate.
  6. Whine more
  7. Ask each player how they would like their character's story to unfold, then point out that the only way to guarantee this outcome is to GM and relegate that PC to NPC status. (NPC's are like GODS! Sometimes, if no PC's are in sight, they can just DO things, without even ROLLING!)
  8. When the candidate is about to crack, get him/her really drunk and talking about how one day they would like to try GMing, then hold them to it under the harsh light of sobriety

This approach has worked quite well for me, and I heartily recommend it.

Rat out
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