Re: Rules and GM's (again)

By Mark F. Cook ·

TML message #4134From bundle 342

> Cease thy foaming and smooth thy hackles, O Excitable One.

This is becoming something of a standard litany, isn't it Mike?

Sigh.  Every have one of those days?  You sit and read something
you posted earlier to some public forum or other.  With each line,
you turn a deeper shade of red, and all that runs through your mind,
over and over again, is, "My *GOD*!  Did I *REALLY* write that?
What was I thinking?"

Anyway, Mike and Steve, sorry for the inappropriate ass-chewing.
I was weaned on AD&D.  For over eight years, it was all I played
('cause nobody wanted to try anything else).  Now, it's to the
point where *any* reference triggers a Pavlovian response.

Oh, BTW...

> And as far as finding players goes, I still maintain that no players beats
> bad players every time. I can afford to be patient.

I don't know about that.  Desparation can breed a lot of (short term)
tolerance.

Actually, what I really came here to talk about is...

Richard asks:

> Okay, just what IS _your_ rule #1?  (and 2 and 3)

You want rules?  OK, here's rules.

  Rule #1.  The GM is always right.
  Rule #2.  If the GM is wrong, see Rule #1.
  Rule #3.  If the GM is still wrong, there's the door.
  Rule #4.  Don't give the GM ideas.
  Rule #5.  Don't give the *players* ideas.
  Rule #6.  Shut up.  You're *dead*.
  Rule #7.  Marguaritas and magic don't mix.

Now, for some explanations.  (Substitute the pronoun "she" for
"he" where appropriate.)

Rule #1.  It *is* the GM (DM, Ref., whatever) who's running the
game.  He creates the rules.  He is in charge.  That's the whole
concept of a "Game*MASTER*".  Anything else breeds anarchy.  If
games built on the premise that everyone on the room has the same
degree of power and control would work, why isn't the market
crawling with them?

Rule #2.  The GM is also human.  But proving he's a dope in
mid-adventure is a recipe for disaster.  If you *must* contest
his ruling, do it after the adventure.  You may convince him
that you're right and he's wrong, and even if you don't, at
least the difference of opinion won't disrupt the game for the
rest of the players.

Rule #3.  If you consistantly disagree with your GM's rules/
style/minatures color-scheme/etc., you can always leave the
game.  If you're the only one in the group who has this problem,
maybe that should tell you something.  If all the players feel
the way you do, maybe that should tell the GM something.  Be
that as it may, some people won't or can't change.  Find another
game.

Rule #4.  Definitely a rule for players.  If your GM is worth
his salt, he'll be devious enough without any prodding from you.

Rule #5.  For you GM's there, reverse Rule #4.  It goes double
for devious players.

Rule #6.  Maybe it's just common sense and common courtesy, but
my experience tells me neither are very common.  If your character
gets greased, kibitzing can be more that just inappropriate.  Of
course, depending on how your PC died, maybe your ideas aren't
all that great to begin with. :^)

Rule #7.  Ditto Gin and Jump Drives.  A brew maybe great for
that upcoming Blazers/Suns game, but it can be a really *BAD*
idea for role-playing.  Inebriation and imagination are, for
the most part, mutually exclusive.

That's enough.

(Tomorrow, I pack the SCUBA gear and take the Sillinger out over
the bar, no matter *HOW* deep the swells are!  All this sitting
around and waiting is making me itch.)

				"These guys just jumped you?  Out of
				 the blue?"
					"Aw, I had to get up anyway."
						_Silverado_
	- Mark