This group I am playing with I have never met in person and I didn't know (nor had I heard of) any of them prior to three weeks ago. Playing over Skype I have to trust them on dice rolls and so forth and I hope it goes both ways. Especially since I have invited so many so far and wide to observe and participate through feedback (which I do try to listen and respond to most of) why would I cheat as the REF/GM (I acknowledge you were speaking abstractly with Sardukhar and not refering to me--at least I didn't take it like that) I would like to think that nobody I am playing with would think of it either.Well here's the issue in most cases...
A story is a story and in their head the GM always has some idea on how he wants the tale to play out. PCs being PCs tend to go completely off script. Our tabletop group is a tactical gamers wet dream. We have half a dozen people who think their way through problems and scenarios like Sun Tzu. People who follow the rules set out for players in the book. When I gm for them I write all my stuff out. This shows a level of planning and experience on the opposing side. I don't sit there and arbitrarily say 'you can't do that because...' or give some impossible number because they thought of something I didn't.
So many gms have this idiotic mindset that they have to beat the players and that is not the case. In the adventure world the players are the heroes. You set up troubles and obstacles for them to surpass. It should never be a you vs me philosophy because as gm you have all this power and it leads to abuse. Abuse means your game suffers.
It's the same principle as playing any game. You go online to play whatever...do you want to play wint/against a cheat. Someone who has all the hacks and can basically drone their way to a win each and every time?
Fair
Firm
and impartial
Those are the rules for gm. You start abusing power and players get mad and quit. I've had the pleasure of playing with great gms over the years with some lousy ones sprinkled in. I've seem rules made up on the fly to accomodate what assinine calls they wanted to make. In the end it always came around to me. I'm the player...I make the decision on what my toon does...and I assure you I have weighed all tactical avenues before making a decision. I will pit my tactical thinking against a crappy gm anyday of the week in most situations, but the cheat to win philosophy is always in play.
I like to think I am not a typical example of an egomaniac GM. This whole thing is something of a grand experiment. The players knew little about the PnP game and contacted me on facebook. Asking me to teach them how to play. They had already rolled up characters for the most part, and didn't do too bad of a job for never doing it before. Its never been advertised as anything but a very casual introduction to the game and world.
To keep things moving I skip some things that maybe I shouldn't as I won't do that forever if we continue to play. Back in the day we had a pack of rules lawyers in one group. Everyone knew the game inside and out and we'd start playing Friday night and wrap up Sunday evening. We'd get so wrapped around the rules and technical details it robbed some of the fun and tension away. That's fine certainly if that's what everyone wants.
I just want to tell a good story. The finer points of the rules elude me after 20 years and alot of medication, but I am trying.


