RandallS
Well-Known Pubber
- Joined
- Apr 26, 2017
- Messages
- 76
- Reaction score
- 178
Texas Tech. The Monofilament wire guy was a mechanical engineering major (of course). Nice, brilliant guy -- just a horrible GM. He'd bring computer printouts of pregenerated PCs and hand everyone a couple of pages. At least creating a new character was instant and they always appeared in the next room. I think the record for characters gone through in 3 hours was 19 or 20 the day Laura was doing things like chanting the names of random gods and demons to see if any would show up (she really wanted the record).Monofilament wire... I wonder how prevalent that was... Where did you go to college? I gamed at MIT (as a teen - their club was open to non-students including teens) and there was a guy in 1979 who we called Shigawire Morgan for his monofilament wire traps. But he didn't last very long because people got tired of it. I think the next week he tried to find someone to co-GM with him, but no on bit and he disappeared.
* Make sure that the campaign you run makes it possible for the diversity of characters and players to feel like they can contribute. There are ways to handle this that allow extreme "power" differential.
Given that games I GMed first were OD&D (where you'd have new first level characters playing with 6th or 7th level characters), Metamorphosis Alpha (totally random mutations) and V&V (random superpowers), I learned to handle very large power differences between characters early in my GMing career, and haven't had any real problems with it after that initial learning curve. Having Batman and Superman in the same group would be a annoying week after week, but nothing I likely couldn't handle well enough to keep both players doing important things in the game.
I've had this on occasion, but it generally works itself out. Like the player who wanted to play a revolutionary who wanted to turn a kingdom into a democratic nation when all the other PCs were working for the crown. I just insisted the character have an ability very useful to the group -- so they'd try to cover up his political leanings. Eventually, however, he said the wrong thing to the queen when no other PCs or loyal NPCs able to bail him out were around and found himself beheaded. Unfortunately, he had made previous arrangements with a priest of an outlawed headhunting deity to trap his spirit in his skull and animate it so he could continue to "advise" after his death. That "skull advisor" bit got the entire group banished from court for a good while -- even though the "skull advisor" bit was as big a surprise to them as it was to the crown.The last is an interesting one. I have dealt with players who tried to bring in PCs that weren't going to fit the group.