Futuristic Wizards are entirely OK if the genre accepts them (e.g. ShadowRun). Things like the Arduin Techno class are, as written, much more of a problem as their tricks would really need a large technological and industrial base to support, and thus don't ring so true. Like the old “mages can't use swords” argument, it's best if the players just take any limits as one of the canons of the game, and the worst is to respond to provocation with a tantrum — “I'll ban it forever!”
Tuesday, 26 June 2007
Does your GMing style vary by the rules set you're using
In hindsight, I can't see much difference in my own style in broad, save perhaps in some slight and gradual maturation over the years. There may have been a selection effect, in that games that didn't gel with my style I simply passed by.
I also tended to treat games more as different ways to slice reality, and impose different limits on the possible; and can't off-hand think of any game which came with an associated setting that I have ever used the setting from, at least without having customised it myself, until at the very end when I used the Planescape setting.
Even the late slide into a style which was more low-dice, narrative with adjudication came more as a response to trying to fit more than just a fight scene into an evening's play, and happened as much with AD&D2 as with V:tM! It was an exploration of what I could do to improve the execution of the game based on current received wisdom rather than being tied to the actual set of mechanics or genre in play.
What to do about occasional players
When in the past players have been unable to show up for one or more sessions, the characters have by default been played by the other players by committee, and somewhat in the background. In some genres (cyberpunk, superhero) it is easier to agree that the character is doing his/her day-job or similar schtick and can't respond to “Avengers Assemble” or whatever.
How have you used game mechanics to explore religion in your games
I never did much with this. RQ cults were the best mechanism I've given any time to — they did give a notion of concepts like “holy” that an entirely barren (i.e. state education requirement for religious instruction) Church of England background had only rendered meaningless.
When is breaking character the right thing to do
I think one needs to take a utilitarian approach — what will bring the greater good for the greater number of those assembled to play. This covers the jerk chaot and narcissistic thespian cases nicely with reasons for breaking (or retiring) the character. It also stands against the breaking character just to follow along with what the GM alone wants.
For me, keeping character usually led to PCs leaving the story to do their own thing off-stage, while ciphers prospered.
What makes for Bad experiences
Well as I note elsewhere, they have all been about alienation from the hobby (not alienation as a tool within it), when I could no longer say why I was doing this thing. Encounters with dorks get forgotten, or maybe turned into war stories.
What's good or bad about Convention games
I had a brush with tournament style rules (a choose-your-stats D&D where CHA was made useful by controlling how many times the player could speak during the game) at the first Dragonmeet I went to (c1980); and didn't stop to play. I've only actually played or run “delegate organised” games, haphazard pick-ups that were at worst forgettable.
