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Capt. Dave
Vote away!
kevyn668
I went w/ spontaneous but I think there should be a few more choices.
Smiley
What kinds of other choices?
kevyn668
Spontaneous within a framework.

Goes from an Outline.

Has notes on ideas rather than plans.

Has a complete story in his/her mind but can easily adapt to PC input.

Stuff like that. Neither of the choices in the poll is ideal unless I infer a certian amount of planning and forethought went into the 'Spontaneous GM'
That being said, I don't want a GM who has no idea whats going from scene to scene unless we're doing a PC driven session/campaign (The GM reacts to our plans. Like, "We want to rob a store" or whatever)

You get where I'm coming from? I'm not trying to be argumentative just provide some input.
GunnerJ
Perhaps there should be a recognition that between improvasation and total pre-planning there is a continuum. For example, I tend to plan about 70% of runs out, but leave enough details undefined so that I have room to improvise. Your poll does not give me the option of saying "mostly scripted, with some elements spontaneous." It's either a totally scripted play or completely off-the-cuff.
Kagetenshi
I really don't think you're going to get any serious votes for "scripted". The poll is a tad one-sided that way.

~J
kevyn668
QUOTE
Kagetenshi Posted on Mar 23 2004, 09:51 PM
  I really don't think you're going to get any serious votes for "scripted". The poll is a tad one-sided that way.


Yeah, I was just trying to tapdance a litle faster.
John Campbell
There's a lot of middle ground between the railroader and the GM who goes in with no plot at all and makes the PCs generate their own. Most GMs I've played with are somewhere in the middle... they have at least some sort of preconceived plot, but one that's flexible enough that it can handle player creativity without coming apart or requiring railroading. And some are more willing than others to just trash the entire thing if the PCs do something that actually does bend it far enough that it breaks.

I'm fairly far towards the extreme end of "loose", myself... I don't have plots, I have background events, and the PCs can take part in them or not as they feel like. And I love it when the PCs stop just taking the runs I hand them and start figuring out things to do on their own. Even the runs I hand them, I don't plot out... I generate the opposition, give them an objective, make sure I can figure out at least a couple ways to accomplish it that don't require any GM knowledge (just so I know it's possible, not to close off any methods they might come up with that I didn't think of), and roll with whatever they decide to do. Frequently that means I'm winging the entire session.
Capt. Dave
Perhaps I should clarify (re-reading it, I agree with some of the above posts - it's not too clear)

What I meant was - If a GM has a plan, partial or full, can he act spontaneously with an unforseen action, or does he stick to the "script" as it were?
Lilt
I just try to set the scene and work from that. Plan the building, plan the people, and let it rip.
kevyn668
Bingo.
Kagetenshi
Again, I still don't think you're going to get anyone who will say that you should always stick to the script, even if it means having to rerail your players.

~J
Capt. Dave
QUOTE (Lilt)
I just try to set the scene and work from that. Plan the building, plan the people, and let it rip.

This, ladies and gentlemen, is a good GM
Capt. Dave
QUOTE (Kagetenshi)
Again, I still don't think you're going to get anyone who will say that you should always stick to the script, even if it means having to rerail your players.


Thre are GMs like this out there. I've played for one. I'd just like to know how common they are.
Smiley
QUOTE (Capt. Dave)
QUOTE (Lilt @ Mar 23 2004, 04:57 PM)
I just try to set the scene and work from that. Plan the building, plan the people, and let it rip.

This, ladies and gentlemen, is a good GM

Any SR player should be able to do anything at any time. He or she can walk into The Star and whip his wang out, he can go call a troll a nancy-boy, he can invite The Ancients to kiss his balls.

There are, however, consequences to every action. Any GM that refuses to let anything unforseen happen should let someone more imaginative take over.
kevyn668
Then your poll should be: "Have you ever played for a railroading GM?"
Kagetenshi
Well, the general temperment of this board is against that. My statement wasn't saying that there's no one out there who would vote scripted, as an example has been provided elsewhere of what your GM is like. I'm saying that from my knowledge of the people who tend to be active on this board, I doubt you'll even get a one of them to vote scripted, and I'd gladly bet a sawbuck that the Scripted option would never get to 10% even if it did somehow get a vote.

~J
Kalibar
I think the GM should have a scripted plan, but PC's actions are rarely what you expect. As a PC I always hated railroading. So now that I GM I try to have key descriptions of surrounding areas an other useful items, in case the team veers off and the rest is seat of the pants, I now how security works who they call for help, how they patrol, and how they react. When PC's do something I say how does this affect people or things, what would they do? How would they react...Freeform GMing is the way to go
Capt. Dave
Okay...a new Poll then? Let's hear some ideas for options.
I grant this poll is one-sided.
kevyn668
A trick I got off this board was to have detailed descriptions of places I think will be key but then have just a list of descriptive words handy for the PCs wander off the beaten trail.
Smiley
QUOTE (kevyn668)
Spontaneous within a framework.

Goes from an Outline.

Has notes on ideas rather than plans.

Has a complete story in his/her mind but can easily adapt to PC input.

All this really boils down to the same thing, anyway
Capt. Dave
Well, I believe we're all in agreement that a outline/framework with open ends
and a spontaneous GM able to think on his feet is good. That was the point of my (rather one-sided) poll.
Kagetenshi
Me, my style comes from ten years of GMing D&D. I read the core rulebooks several times through for fun, and never had a group that I was able to consistently play with, so I was used to coming up with adventures of whatever length for during lunch, at recess, on the chairlift at ski slopes, for the time we had after school... the whole "experience" thing was kinda lost on me, since it was pretty much a series of hundreds of one-shot games, none of which I had the rules on-hand during (and many I lacked dice, too), which has lead to my being a tad karma-stingy nowadays, but aside from the fact that I have to do more planning for Shadowrun (I need to actually make stats for things rather than just sorta assigning a d6 of damage, some random AC and THAC0, and going from there) I still end up being mostly freeform. Here's a goal, do what you can with it. When I do script, I tend to not have problems with players breaking from the script; I'm good at predicting people that way vegm.gif

~J
Capt. Dave
QUOTE (Kagetenshi @ Mar 23 2004, 05:24 PM)
When I do script, I tend to not have problems with players breaking from the script; I'm good at predicting people that way vegm.gif

~J

That's the difference between a good GM and a bad one.
Steel Machine
An example of how I write up my own games. I should warn any one who clicks that link it is fairly lengthy.

I generally fall into the set scene and let it roll crowd. I try less to anticipate what the players will do, and concentrate on figuring out what the NPC's will do. It allows me to realisticly react to their plans.
broho_pcp
We all hope and pray for a spontaneous, funny, interesting, and great run. However, many GM's (me included) are just not that good. But it is something I can work on. One question: how do you deal with players trying to derail a storyline? (I haven't had problems yet, but I have heard horror stories)
Smiley
Like... intentionally trying to screw up the run? How do you mean 'derail?'
Kagetenshi
Deliberately trying for no IC reason? By getting new players.

~J
Lilt
QUOTE (Capt. Dave @ Mar 23 2004, 10:00 PM)
QUOTE (Lilt @ Mar 23 2004, 04:57 PM)
I just try to set the scene and work from that. Plan the building, plan the people, and let it rip.
This, ladies and gentlemen, is a good GM
Aww.... You flatter me. As I said. I *try* to set the scene... It dosen't always work.
QUOTE (broho_pcp)
One question: how do you deal with players trying to derail a storyline? (I haven't had problems yet, but I have heard horror stories)
Never really had a problem with it. In some 'just for fun' games I have even done it myself, but that was jokingly and the GM just made the world warp around us 'til it was back how it should be... It was also high-fantasy DND so this wasn't hard.
Steel Machine
Players who deliberately work against the GM can present a number of problems. Most of us I am sure game with people who we know at least in passing, if not better. Its hard sometimes to approach a friend and say "Dude quit being a dick" but it can be done.

I always do this one on one-its better not to front some one off in front of the rest of the group. It allows them to save face, and in my opinion puts them less on the defensive-they're not showing off for everyone else. It also conveys how seriosuly I am taking this.

I never accuse. I ask. "Dude we've got a problem here, what can we do?" By letting them speak I defuse the situation a little, and I put the burden of proff on them. Plus it lets me see what exactly they are thinking, so I can see if maybe this unintentional or accidental.

I'm not afraid to say no. I can always change a no to yes, changing yes to no is a lot harder. By being firm, I keep it my game. And that makes me the guy people come to when things are going wrong.

Never be afraid to admit your own mistakes. We've stopped games half way through and said "This fragged up totally-lets do it over, or do somethign else." If I'm not having fun chances are they aren't either.

My final rule is be fair-sometimes other people enjoy other things. Its not fair to force a course of shakesperian acting on your players if all they want is a dungeon crawl. Cater to them and they'll cater to you.

Hope that helps.
ShadowPhoenix
My runs are usually arranged like this.

I sit at work, I come up with an idea like: stuffer shack vehicles are armored going into the barrens, let's have the players hijack one.

then I mold it: let's have one they come across to hijack already be disabled, and a ghoul eating the driver, meanwhile, when the players arrive, all the ghouls jump out of surrounding buildings and sewer holes to attack the players for more food.

then I annotate it in my head or on paper as: Stuffer Shack Hijack Ghouls...

and I create the landscape/pedestrians/scene on the fly. and I react to the players in Real Time.

I set small milestones, and mark them as single sentence notes for myself, and use my inspiration at the moment to drive the game. it's how I've always done shadowrun, with the occassional moment when I might need more detail(such as detailing a specific NPC) but I even generate most of the NPC's off the cuff, I guesstimate the level of threat I need, give them the skills/stats off the top of the noggin, and go. My players rarely know what's up ahead of time except guesses, because I am about as spontaneous as they come with campaign twists and turns.

I haven't had a complaint with this style yet, and I think it makes it more fun for myself since I don't have to do so much crazy amounts of legwork before laying it out for my players.


scripts, we don't need no stinkin' scripts.
broho_pcp
QUOTE (Smiley)
Like... intentionally trying to screw up the run? How do you mean 'derail?'

Two ways:
1. being a rule-dick: a.k.a. a player who is always telling you exactly how the rule should be played and how you screwed it up to screw them (also see "munchkin")

2. Trying to play a different style: this one is tough to judge; example 1 - the GM is playing a shoot-em up wild action crazy fun game and the characters start pushing all sorts of social tests and character interaction (I did this once, with hindsight 20/20 I was being a jerk, sorry to the GM). Example 2 - A very 'realistic' game with a bunch of interaction, planning, intelligence, etc... and the player becomes impatient, pushes the story along, and ends up killing everything in sight.

However, I do understand that many games incorporate both aspects into the game and there are not problems such as these.

Thank you for the advice on the issues. And you are right, it should always be fun.
Backgammon
Yes, my star player is also a GM, and so often tries to say I'm ruling wrong, or whatever. Very annoying. Although, I do the same when I play in his games... the trick is knowing when to let it go. Especially for the little things.

2 is a campaign start problem. When you make your PCs, make sure you're making somehting that fits with what the GM is gonna go with. Once you're in the middle of the campaing, and the GM is frustrated with you pushing stuff he doens't want to do and you just want to play the character you made... best to put that character aside and make a new one. Or start a new campaing. It's just not resolved otherwise.
kevyn668
QUOTE (Smiley)
QUOTE (kevyn668 @ Mar 23 2004, 04:43 PM)
Spontaneous within a framework.

Goes from an Outline.

Has notes on ideas rather than plans.

Has a complete story in his/her mind but can easily adapt to PC input.

All this really boils down to the same thing, anyway


Yeah, dude. That was pretty much the idea. smile.gif It was a foil to the original poll that primed who ever voted to go one way or another.
Or you could look at it as a progression of sorts. Its all up to interpretation.
Steel Machine
My own personal solution to rules lawyers lies on page 38 paragraph three of the Third Edition Shadowrun book. Just read that to them.
Squire
I tend to plot out who the characters are, what resources they have, what their goals are and what their mind set is.

Then I plan out locations I know will be used and other setting details.

I plan out (and to some degree) script the meet with Johnson (or the opening scene).

After that, I pretty much wing it. You never really know what your players are going to try, so scripting out the whole thing is going to get you into trouble. Besides, the players want to make the decisions that shape the game, they don't want to be hand-held through a pre-determined story.
Austere Emancipator
People have already described quite well the quite of GMing I aspire to. However, I'm too lazy to actually plan out locations, people or situations in full, so I wing even more than average.

Like kevyn668 said, this poll should really be about whether we've ever been or played with a strictly railroading GM. And like Kage said, it's exceedingly rare for anyone to want GMs to railroad. I'm pretty sure you won't find any non-GMs who think like that, at least.
kevyn668
Okay, I have to ask: which one of you "devil's advocates" went for Scripted GMs? There had better be at least two "I like a planned module" post following.

Austere Emancipator
They could be Opposition Votes, ie. they voted that just so the poll wouldn't become so boring, or because they simply needed to object to something. It happens in RL politics, why not here? smile.gif
kevyn668
Yeah, I hear you, chummer. I just was hoping to see someone try to defend the "I like being railroaded" option.

Being a Devil's Advocate myself, I like to see others that claim that title to stand and deliver. Or I'm not impressed.
ShadowPhoenix
QUOTE (kevyn668 @ Mar 24 2004, 04:57 AM)
"I like being railroaded"

That sounded wrong on so many levels... nyahnyah.gif

Shadowrun for the BDSM player nyahnyah.gif
kevyn668
I'm glad someone appriciated it. nyahnyah.gif
Zazen
QUOTE
Okay, I have to ask: which one of you "devil's advocates" went for Scripted GMs? There had better be at least two "I like a planned module" post following.


My games are always heavily scripted and I never allow my players to "derail" the plot. I do this by forming my adventures in a "multiple choice" format and forcing the players to conform to the choices I've offered. Sometimes I type up the adventures with page numbers in a "Choose Your Own Adventure" format and just hand them to the players. That way they can play Shadowrun while I relax and smoke weed.
toturi
Being a GM and player, I usually wargame out my scenarios before I run a game. I usually try to include as many contingency scenarios as possible, or keep my counter responses as generally as possible to account for player deviation.

I always prepare 3 to 4 "jobs" in advance at the start of the campaign, each "job" being a possible full campaign by itself. It is a lot of work but the end result is that I'm usually prepared for any weird stuff that might pop up.
Austere Emancipator
One of these days, I'm going to give my players an adventure handout that's actually a short story on what they do in the next 72 hours, and the game will consist of them reading it.
Kagetenshi
*Applause*

~J
ShadowPhoenix
I used to have TNN(trideo news network) reports printed for them. since I ran out of ink, I don't do them anymore. frown.gif
Shadow
QUOTE (kevyn668)
Okay, I have to ask: which one of you "devil's advocates" went for Scripted GMs? There had better be at least two "I like a planned module" post following.

Me! In all seriousness my adventures are heavily scripted. The villains are operating behind the scenes without player knowledge. While the players have some effect on the game world, they don't have much (nor should they since there not Dragons). And while my players are free to tackle the plan, the bad guy, or the run however they wish and in whatever manner they want, the game is still scripted. Theres a plot, turning points, reversals of fortune, the whole bit.

Scripting isn't a bad thing. It gives a foundation to the world and lends it a consistent feel. Does that mean you can't be spontaneous? No. It also means no matter what the players do (we steel the cargo ship and ram it into the docks!) you will always have a 'core' story to build around. You as the GM won't get sidetracked. After all , you are trying to tell a story, an interactive story, but a story none the less.
Shockwave_IIc
The way i run a game is things that are immdiatly around the players is freeform, you can't play for what your players are going to do all the time, but there are things going on behind the scenes that the players are very unlikly to effect.
Moonstone Spider
When I GM things tend to be very free-flowing, I don't like scripted worlds at all. If I'm playing a module, of course, it get's scripted and I do use them when I don't have time to think up a run on my own.

I'm also, sadly, one of the players that screws with the GM. It's really not intentional, it's that I have a bizarre sense of humor most people don't understand and it tends to come out when I GM. So I do things like put together an entire run based on a Fetish Shop wanting the runners to steal 10,000 pairs of soiled panties from a catholic school for girls, or designing a Street Samurai who dresses up as a magical girl (Just for the fun of calling him Pretty Sammie). Some people become astoundingly annoyed at this and when I play with such people. . . trouble can happen.
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