Friday, July 14, 2017

Discussion: Lessons from Other Games

I apologize for the lateness of this post.

A lot of games are filled with great advice for how to run games. You get the ideas and style of other GMs and designers there giving advice. Sometimes this advice carries over to other games. Sometimes it is very game specific.

My question for today is have you taken lessons from other games? If so, what lesson did you take? How does it play out?

For me, the big lesson I took from another game came from Mutants and Masterminds. Mutants and Masterminds uses Hero Points as a little boon the GM can give out for cool moments, and players can use to get bonuses to rolls or clear fatigue and do other heroic things. The thing is, one of the reasons a player might get a Hero Point was because of GM Fiat that was bad for them directly.

In other words, the game made it clear that the GM could shift things unfairly against you, provided they paid you to do it.

It was a big deal for me at the time, and it changed a lot about how I run games. I love being able to use it when I can. Generally it leaves everyone happy. The game gets a tense moment, the GM keeps things moving, and the PC gets a token to let them be even more badass. Good times.

What about you?

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