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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 64 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: A list of sample more than/less than human characteristics?  (Read 4116 times)
loki's wrangling
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« on: May 17, 2005, 10:13:35 PM »

I'm going to run a MLWM campaign and it would be a great help if I could provide my players with a list of sample more that/less than human characteristics. It would certainly trigger everyone's imaginations. Is there anyplace I could find such a list?
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Michael S. Miller
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« Reply #1 on: May 20, 2005, 06:18:00 AM »

Welcome to the Forge!

Be sure to check out John Kim's MLwM page

And also my own Manifesto on Mastery might be helpful.
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Serial Homicide Unit Hunt down a killer!
Incarnadine Press--The Redder, the Better!
Valamir
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« Reply #2 on: May 20, 2005, 06:28:33 AM »

I'd be sure to keep the list small, probably no more than 2 or 3 that illustrate very different things.  Too long a list and it tends to get prescriptive.  Also in my experience players may well hit upon a really cool idea, but if its too similiar to one that's on the list they may be loathe to take it because it'll look like they're just copying one.
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loki's wrangling
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« Reply #3 on: May 20, 2005, 11:40:29 PM »

Thanks! Good pointers, both. I can see how a list could actually hamper creativity. And it seems players more than capable of coming up with interesting concepts on their own--I talked to one who came up with "cold as a corpse to the touch" and "skin as tough as stone." Bad, bad Master for underestimating her minions...er, players.

The Mastering essay is very interesting and helpful--too bad I won't be able to use some of the advice since I'm mastering online via chat client. Maybe I'll use a red font when I'm the Master and black for the rest.

John Kim's page was actually the one that made me run out to buy the rulebook in the first place. So if I screw up tomorrow I'll know whom to blame...;)

Currently I'm attempting to devour this forum and to calm first-time-GM nerves. Maybe a game as unconventional as MLwM wasn't the best of choices for a first-time GM--but on the other hand it seems like one of the best because there's no elaborate balance to set, chargen is simple, and the GM only has to deal with one player at a time.
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Michael S. Miller
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« Reply #4 on: May 21, 2005, 05:01:19 AM »

Quote from: loki's wrangling
Maybe a game as unconventional as MLwM wasn't the best of choices for a first-time GM--but on the other hand it seems like one of the best because there's no elaborate balance to set, chargen is simple, and the GM only has to deal with one player at a time.


Not only that, but the game tells the GM exactly what you're supposed to be doing at every moment. It's so easy. Each scene is either: A) Receiving Commands, with a possible roll to resist; B) Carrying out Commands, with a Violence or Villainy roll; C) Overture, with an Overture roll; or D) Horror Revealed. I outright tell my players that they can't have two Overtures in a row, and that keeps a nice motion to the game. They want Overtures in order to get the Love, but they have to do the Violence or Villainy scene in order to be eligible for a new Overture. They do most of the work.

I find that a number of first-time GMs in conventional games are overwhelmed by the sheer range of options: "I can do whatever I want, but what should I do?" In MLwM, since the game tells you exactly what to do, you just have to spend your imagination on figuring out how to do it. That's the fun part.

Good luck and good Mastering!
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Serial Homicide Unit Hunt down a killer!
Incarnadine Press--The Redder, the Better!
loki's wrangling
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« Reply #5 on: May 21, 2005, 05:35:01 PM »

Quote from: Michael S. Miller

I outright tell my players that they can't have two Overtures in a row, and that keeps a nice motion to the game.


Ooh, exactly the rule I needed. I can't tell you how many sleep I lost over this very issue, what to do if players only requested Overture scenes. Nice to have it solved so neatly.

Quote

I find that a number of first-time GMs in conventional games are overwhelmed by the sheer range of options: "I can do whatever I want, but what should I do?" In MLwM, since the game tells you exactly what to do, you just have to spend your imagination on figuring out how to do it. That's the fun part.


Absolutely. I'm actually worried I'm being spoiled. :D

Quote
Good luck and good Mastering!


Nervous, nervous!
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