entomophobiac
Low Prep High Play
Ibland kan jag känna att spelledare får lite dålig rap, kanske i synnerhet från Forgespelen. Så jag började undra vad gamla spel faktiskt tycker att SL/DM/GM skall göra, som motsats till att upprepa en sorts abstrakt idé om vad spelen säger, och tog mig tid att bläddra i lite random böcker framförallt från 80-talet.
Teenage Mutant Ninja Turtles & Other Strangeness (1988)
"The major objective of any game master is to provide a good role-playing experience for the players. In other words, it's up to the game master to see that everyone has fun. Game masters who ignore this simple principle tend not to remain game masters for very long."
"Dice should NOT be used to slow down the game or to substitute for logical decisions."
"Damage, Wounds, and Death must always be determined fairly by rolls of the dice."
Spelledaren ser till att ni har skoj. Regler används för att skapa rättvisa.
Traveller (1977)
"Crucial to the continuing campaign is the referee; he actually creates a universe, and then catalogs the creatures and societies which populate it."
"The referee is responsible for maintaining the master maps and charts of the universe, and for determining the various effects of natural forces, chance, and non-player characters on the adventures. He must settle disputes concerning the rules (and may use his own imagination in doing so, rather than strictly adhering to the letter of the rules). He also acts as go-between when characters secretly or solitarily act against the world or their comrades."
Spelledaren är regeldomare.
Middle-earth Role Playing Second Edition (1994)
"In order to run a fantasy role playing game, a Gamemaster must develop and outline all of the basic components of a 'World System.' These components are similar to the components of a novel or play:
1) A setting must be developed in which action may take place.
2) The characters who inhabit the setting must be sketched out.
3) A general plot or scenario must be outlined.
4) Decisions must be made concerning how to handle certain elements of role playing (e.g., adventures, magic, religion, healing, potions, etc.).
Developing the components mentioned above requires a lot of work and effort on the part of the Gamemaster. For a Middle-earth world system, the Gamemaster should first and foremost read J.R.R Tolkien's works, primarily The Hobbit and The Lord of the Rings."
Handlar brutalt mycket om detaljer i MERP. Mycket mer än i de tidigare två. Känns helt klart Tolkien.
TOON (1984)
"Any time you can't figure out how an NPC will react to something the characters do, or any time you don't know precisely what will happen next, reduce the situation to a Yes-No question. Are the keys to the jail cell hanging right next to the cell? Can any of the characters reach the big red button marked 'Do Not Push'? Does the store have any carrots in stock? Are there any people on the street?
"Once you've reduced the situation to a Yes-No question, roll one die. If you roll a 1, 2, or 3, the answer is 'Yes.' If you roll a 4, 5, or 6 the answer is 'No.' Shout, roll your eyes, and generally act crazy, and the players may not even notice you've just pulled something from thin air."
Håll tempot uppe! Gör knäppa saker!
Star Wars The Roleplaying Game (1987)
"If it seems to you that things are taking too long and the game is getting dull, you're right. After all, Star Wars is a movie of unrelenting action - and so should the game be. It's up to you to get things moving again. What can you do about it?
"The Empire Shows Up [...]
"New Information [...]
"Emergency! [...]
"Time is Passing... [...]
"I Have a Bad Feeling About This... [...]
"The Unexpected [...]"
I Star Wars? Matinéa för helvete! Stå inte still!
James Bond 007 (1983)
"There are several abilities you should have if you wish to be a GM. First, you must be able to lay out a complete and coherent mission for the players; you do not create the whole mission, for the players will work out their own ending. It is also important to be both a leader and an entertainer. You must keep control over the actions of the players and yet keep them amused. Finally, you must enjoy the detail work involved in creating and running a mission. If you have these requirements, you are tempermentally (sic) suited to being a GM."
"The foremost rule of being a GM is the simplest: Stay Calm. It will not matter that they wipe out your Major Villain in the first 30 seconds or accidentally wipe out the Tel Aviv Hilton instead of the enemy installation, so long as you realize you have absolute control over the environment. You decide whom the characters meet, what they see, and what they discover. If you keep this fact in mind and follow the guidelines in this chapter, the game sessions will flow smoothly."
Det här åtföljs av en hel hoper skitbra tips för att sätta upp Bondiga uppdrag. Men på det stora hela känns det som: håll dig lugn och var i första hand en entartainer!
2300AD (1988)
"In many ways, a role-playing referee is something like the director of a play or movie. He readies a story for play, ensures that props and backgrounds are prepared, and guides the players through the plot."
"In readying a story, the referee takes into account what activities the players have been involved with in earlier adventures, as well as what is happening behind the scenes - things the players do not know about."
"Once play has actually begun, the referee will guide the players through the adventure by describing to them what they see and hear, and by explaining what results their actions have."
"Refereeing a role-playing game can be a challenge. It requires a thorough knowledge of all the game rules (to prevent action from slowing down while something is looked up), a flair for drama (to make an adventure exciting), a sense of fairness (to keep players from feeling swamped and frustrated when things go wrong for their characters), and a talent for enjoying other people's fun (the players')."
Hmm. Känns som första spelledaren som egentligen förväntas "styra" någonting, men i slutänden även fokusera på spelarnas kul och en känsla av rättvisa.
Cyberpunk (1987)
"Cyberpunk is a challenge for even an experienced Referee, in that you must create the right atmosphere of grunginess, sleek technology and pervasive paranoia throughout your entire game. The Cyberpunk environment is almost always exclusively urban. It's (sic) landscape is a maze of towering skyscrapers, burned out ruins, dingy tenements and dangerous alleyways. In short, any major city in the world at about 2:30 in the morning when the lowlives come out in force.
"First trick to running Cyberpunk: Immerse yourself in the genre. [...]
"Second trick to running Cyberpunk: Play hard and fast. [...]
"Third trick to running Cyberpunk: Atmosphere. [...]
"Fourth and last trick to running Cyberpunk: Teams. First thing, you'll notice - Cyberpunk groups are not social. The players will have no reason to trust anyone, and the conventional reasons (stop evil, kill monsters) for an adventuring party won't work. A bar isn't a place to meet new adventurers - it's a place to scope out potential victims."
Hela det här rollspelet är ju fullsmockat med attityd. Ta det och spring med det även som spelledare.
Teenage Mutant Ninja Turtles & Other Strangeness (1988)
"The major objective of any game master is to provide a good role-playing experience for the players. In other words, it's up to the game master to see that everyone has fun. Game masters who ignore this simple principle tend not to remain game masters for very long."
"Dice should NOT be used to slow down the game or to substitute for logical decisions."
"Damage, Wounds, and Death must always be determined fairly by rolls of the dice."
Spelledaren ser till att ni har skoj. Regler används för att skapa rättvisa.
Traveller (1977)
"Crucial to the continuing campaign is the referee; he actually creates a universe, and then catalogs the creatures and societies which populate it."
"The referee is responsible for maintaining the master maps and charts of the universe, and for determining the various effects of natural forces, chance, and non-player characters on the adventures. He must settle disputes concerning the rules (and may use his own imagination in doing so, rather than strictly adhering to the letter of the rules). He also acts as go-between when characters secretly or solitarily act against the world or their comrades."
Spelledaren är regeldomare.
Middle-earth Role Playing Second Edition (1994)
"In order to run a fantasy role playing game, a Gamemaster must develop and outline all of the basic components of a 'World System.' These components are similar to the components of a novel or play:
1) A setting must be developed in which action may take place.
2) The characters who inhabit the setting must be sketched out.
3) A general plot or scenario must be outlined.
4) Decisions must be made concerning how to handle certain elements of role playing (e.g., adventures, magic, religion, healing, potions, etc.).
Developing the components mentioned above requires a lot of work and effort on the part of the Gamemaster. For a Middle-earth world system, the Gamemaster should first and foremost read J.R.R Tolkien's works, primarily The Hobbit and The Lord of the Rings."
Handlar brutalt mycket om detaljer i MERP. Mycket mer än i de tidigare två. Känns helt klart Tolkien.
TOON (1984)
"Any time you can't figure out how an NPC will react to something the characters do, or any time you don't know precisely what will happen next, reduce the situation to a Yes-No question. Are the keys to the jail cell hanging right next to the cell? Can any of the characters reach the big red button marked 'Do Not Push'? Does the store have any carrots in stock? Are there any people on the street?
"Once you've reduced the situation to a Yes-No question, roll one die. If you roll a 1, 2, or 3, the answer is 'Yes.' If you roll a 4, 5, or 6 the answer is 'No.' Shout, roll your eyes, and generally act crazy, and the players may not even notice you've just pulled something from thin air."
Håll tempot uppe! Gör knäppa saker!
Star Wars The Roleplaying Game (1987)
"If it seems to you that things are taking too long and the game is getting dull, you're right. After all, Star Wars is a movie of unrelenting action - and so should the game be. It's up to you to get things moving again. What can you do about it?
"The Empire Shows Up [...]
"New Information [...]
"Emergency! [...]
"Time is Passing... [...]
"I Have a Bad Feeling About This... [...]
"The Unexpected [...]"
I Star Wars? Matinéa för helvete! Stå inte still!
James Bond 007 (1983)
"There are several abilities you should have if you wish to be a GM. First, you must be able to lay out a complete and coherent mission for the players; you do not create the whole mission, for the players will work out their own ending. It is also important to be both a leader and an entertainer. You must keep control over the actions of the players and yet keep them amused. Finally, you must enjoy the detail work involved in creating and running a mission. If you have these requirements, you are tempermentally (sic) suited to being a GM."
"The foremost rule of being a GM is the simplest: Stay Calm. It will not matter that they wipe out your Major Villain in the first 30 seconds or accidentally wipe out the Tel Aviv Hilton instead of the enemy installation, so long as you realize you have absolute control over the environment. You decide whom the characters meet, what they see, and what they discover. If you keep this fact in mind and follow the guidelines in this chapter, the game sessions will flow smoothly."
Det här åtföljs av en hel hoper skitbra tips för att sätta upp Bondiga uppdrag. Men på det stora hela känns det som: håll dig lugn och var i första hand en entartainer!
2300AD (1988)
"In many ways, a role-playing referee is something like the director of a play or movie. He readies a story for play, ensures that props and backgrounds are prepared, and guides the players through the plot."
"In readying a story, the referee takes into account what activities the players have been involved with in earlier adventures, as well as what is happening behind the scenes - things the players do not know about."
"Once play has actually begun, the referee will guide the players through the adventure by describing to them what they see and hear, and by explaining what results their actions have."
"Refereeing a role-playing game can be a challenge. It requires a thorough knowledge of all the game rules (to prevent action from slowing down while something is looked up), a flair for drama (to make an adventure exciting), a sense of fairness (to keep players from feeling swamped and frustrated when things go wrong for their characters), and a talent for enjoying other people's fun (the players')."
Hmm. Känns som första spelledaren som egentligen förväntas "styra" någonting, men i slutänden även fokusera på spelarnas kul och en känsla av rättvisa.
Cyberpunk (1987)
"Cyberpunk is a challenge for even an experienced Referee, in that you must create the right atmosphere of grunginess, sleek technology and pervasive paranoia throughout your entire game. The Cyberpunk environment is almost always exclusively urban. It's (sic) landscape is a maze of towering skyscrapers, burned out ruins, dingy tenements and dangerous alleyways. In short, any major city in the world at about 2:30 in the morning when the lowlives come out in force.
"First trick to running Cyberpunk: Immerse yourself in the genre. [...]
"Second trick to running Cyberpunk: Play hard and fast. [...]
"Third trick to running Cyberpunk: Atmosphere. [...]
"Fourth and last trick to running Cyberpunk: Teams. First thing, you'll notice - Cyberpunk groups are not social. The players will have no reason to trust anyone, and the conventional reasons (stop evil, kill monsters) for an adventuring party won't work. A bar isn't a place to meet new adventurers - it's a place to scope out potential victims."
Hela det här rollspelet är ju fullsmockat med attityd. Ta det och spring med det även som spelledare.
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