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DebAtwood
Deb Atwood

Sun

Feb 24
2002

20:30

GM Duties

At 07:26 PM 2/18/2002 -0600, Carl D Cravens wrote:

>While I've never really thought this way formally, I see this pattern
>arising unintentionally... the players who put the most work into the game
>get the most attention from me.  A lot of that is because the more details
>characters have, the more it gives me to work with and the more it
>_inspires_ me.  I can get a lot of great plot ideas from detailed
>character backgrounds, motivations and goals.  Characters that aren't
>looking to go anywhere usually don't end up anywhere interesting.

Exactly.  And one thing I've found is that even a passive player -- many of 
the players I know are excellent players, but tend towards a very passive, 
following stance -- can become wonderfully motivated when the character 
itself is fully developed.  Give the GM strings to pull, and by doing the 
work up front as a player, the GM will reward you by cheerfully pulling 
those strings and helping create the world and the plot all around you.  Of 
course, this only works if both the players and characters are into it.

On the other hand, I've had GMs who when they request "creative players" 
seem to expect me to do all the work.  I create a rich character 
background, and then they sit back and say "okay, where are you, what are 
you doing, and how are you getting involved with everything else."  And I 
go "huh?"  To me, its a major give and take.

If I'm the GM and you hand me a character with amnesia, I'll ask you a few 
questions about what you do and don't want done, and then I expect to be 
able to run with it.  When starting any player in a game, I expect to build 
the "where" with them, and then start to play through things to see how 
they'll fit in.  If, as a GM, I don't tickle their interest with 
*something* no matter how motivated the character is, they are quite likely 
to just sit there.

For example, I play characters who get into and create trouble.  Its um... 
a weakness.  Very typical of me, anyway.  But... I can't create that 
trouble without some idea of where to go.  I'm not the GM, so I need the 
GMs help building the story.  Once I've got some hooks into the GMs world I 
can start letting neurons fire and cause all kinds of fun.  *grins*  BUT... 
I need the GMs help.

Okay, so I'm babbling.  I guess I'm just going off on the whole cooperative 
thing.  I don't want to put the whole onus on either the player or the GM.

Now, to switch the conversation slightly... what do you do when you have 
excellent players who are all of the "follow" style as opposed to the 
"lead"?  I've lost all my leaders.  *sighs*  What I really need is to find 
a way to turn a more passive style of player into the troublemaker style of 
player (using "troublemaker" as a good description here).  Sometimes it 
works well, as long as I can keep dropping odd pieces of plot on people's 
heads, but I've found that it is actually harder to run a tightly plotted 
game in a passive mode, because they don't get into subplots as much.  Or 
rather, they tend to get too focused on what's happening and don't pick up 
the subplot hints.  They react more to the big things, and a lot less to 
the little things.  And I just don't have the energy any more to do all the 
work myself.  Thoughts?

D.

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