QUOTE (Cain @ Aug 15 2010, 04:30 AM)

If that was really you at that one con, I'll disagree. You won't cheat, because that violates GM/Player trust. The grunts don't know the player tactics, and aren't prepared for every off-the-wall contingency that players can dream up. In fact, as I recall, you encourage the players to come up with crazy plans.
I know you well enough to know you'll bend the rules, but you won't break them, especially if it won't make for a better story. And GM Metagaming does exactly that-- it replaces good stories with contrivances. In my thirty years of gaming experience, that's one thing I learned.
Keep in mind that GMing at a con is a very different animal than GMing at home with friends. A Con game generally needs to be run "straight" for a couple reasons... For one, you don't know your players, so you don't know what they will (and won't) like in a game. For two, you're repping for the company, and as such, it's a good idea to try and run as close to By the Book as possible.
That said, I have done several con games where I've pitched the regular rules out the window. But I usually lay out the replacements. I have a game I used to run called "You're Gonna Die", where the premise is that each player was a different type of free spirit that has been trapped and bound into a metahuman body. Their stats equaled their Force+Racial TRaits (They started at Force 6), and their skills were all equal to Force. Every time they were killed, they regenerated instantly, but were reduced by one Force. The object of the game was to survive a maze of random wonkiness and nasty deadly fights to destroy the artifact that bound them.
Totally not by the rules, but out of the gate, the game was called
You're Gonna Die, and the write up for the game stated "It's not if you die, but when you die, and how often!" And I laid it out for my players pretty straight.
Now, for a home game, what I do is I set a difficulty to my sessions, something totally in my head. And as the game goes, the adventure will morph to match that. If the players are breezing through the enemies too easily or quickly, I throw in some extras. If it's too tough, I drop the numbers. I fudge dice rolls constantly (Almost always in the PCs favor since, as my guys will tell you, I own killer dice. During one of the Demo Games at Gen Con, I rolled 9 hits on 10 dice. Fortunately, I was just soaking damage, not inflicting it in that case, since I wanted the demo players to have fun. But it was still a little crazy.). I definitely do almost everything I do to make the story better and more interesting, but also to challenge the players. Make them think outside the box, keep them on their toes.
Two mantra's I learned from the knee of my Shadowrun GM (And despite having run and played for almost 10 years before that game, I learned most of my bag of tricks from him, really)...
1) Dice are for sound effect only... aka, don't let your dice rolls run the game. I roll dice, I stick with them, until they interfere with the story, making it lamer or less fun (And trust me, most players think that 10 hits with an AMG on Burst Fire from a random sec guard isn't much fun). Once they interfere, I ignore them and run with what makes the game more fun (Like, I'll drop the 10 hits to 5, still nasty, but less likely to turn the PC into red mist due to a lucky roll).
2) In my world, the Jets Fly backwards... aka, the rules bend to fit my storytelling needs. A node is unhackable because it's protected by Plot IC. THe big bad can escape to torment the players again. Random shit might complicate the players lives even though they didn't take a flaw for that. The overall story is more important the the rules. They have to be, otherwise, we'd just play a board game like Descent.
Like I said, fun is the most important thing... The players fun as well as my fun. And anything that gets in the way of that can and will be ignored and discarded.

Bull