Knightshade wrote:What are some of the great ideas you have run players through that really enhanced the game?
I don't play the rules. I play the tone and the setting. I could not care how modifier X affects skill percentage Y. I reward the cool and let the dice roll as they may. In general, I play the enemy smart and hard against the players AND then amplify the cool and smart actions of the players to make them cinematic heroes.
Knightshade wrote:Do you use multi-media (e.g. music, sound effects, videos, etc.) and/or maps and miniatures?
I love minis and terrain, but not for measurement, but for visual stimulation and representation. I love the McFarlane figures. They fit Rifts well.
I love 99cent stores for the weird knicknacks you can find. Odd stuff like weird resin statues, odd import toys and especially crazy Halloween stuff. Its a buck so who cares if you use it once or twice. Some of the items have become staples for many games.
I like adding music and sound effects, but I have not found a way to do so 100% effectively without distracting the flow of play. I have actually had a player DJ my games. It was cool, but does distract as much as it adds. Also, the problem is everyone has different musical tastes so that limits the music's appreciation at the table. I love to run fights with heavy metal, but its too much for many people and even I find myself competing against the sound as the GM.
Knightshade wrote:How much detail is used in describing action scenes (e.g. rolling dice encounters), skill checks and pivotal plot points?
As much as needed to convey the setting, the tone and the atmosphere of the encounter...and then a smidgeon more to cement the encounter as a memorable set piece.
I like to think as a camera. Give them the wide shot, pan across it so we all know what's going on and where and then tighten in on the major players in the scene.
Knightshade wrote:How violent are your detailed descriptions or do you have to censor yourself with certain players?
GM stands for Gore Master!
I run either Rated R or HBO style. But I do censor myself . . . somewhat . . . for little kids. A few years ago I ran a Tunnels & Trolls game at a local convention and I got 4 players....all under age 12. Two sets of parents figured the RPG rooms were day care and just dumped them in the room. Here's a scene...
ME: With your torch you can see what may have been a huge feast table and many chairs, but they are all burnt and crumbling. In the far corner is a tall statue of dryad pouring water into a pool.
9 yr old girl: What's a dryad?
ME: Dryads are beautiful elf girls who can turn into trees.
11 yr old boy: Is she naked? Is she naked!!
ME: Not until you're 18.
Knightshade wrote:How limiting are you as a GM toward other player character choices?
Depends on what kind of campaign I want to run. If I want to run a CS Dog Boy game, you have to pick characters who make sense to that game.
Personally, I like geographicly focused games. Yes, the rifts mean that anyone can show up anywhere, but I prefer more cohesion. AKA, if I run a Rifts Russia game, I want to see characters from those books and tech from those books. If someone really wanted to play the Capybara RCC from South America in the Russia game, they had better have a GREAT story and terrific character idea AND be prepared to have to constantly deal with local suspicions.
I find that Rifts geographicly has internal logic, but that often breaks down when you say "Play Anything". I think Phase World is a better venue for Play Anything than Rifts Earth.
Knightshade wrote:Is the world pre-defined by the game books (e.g. Coalition States are evil, Free Quebec is autonomous, dinosaur swamps, old-Wyoming is "Demon Central", etc.) or do you allow your players to roam in an alternate Earth where other adventures and geographies await?
I make lots of homebrew settings, in fact, I am publishing one this year as my own game. But that's when I am playing generic systems like OD&D, Savage Worlds, Hero, etc. With Palladium, I really want to play inside their sandbox. I want to experience what Kev & da Boyz have written and translate that to the players. Much like when I run Warhammer, Shadowrun or other defined settings. Even within these defined settings, there is a HUGE amout of play room to design and create your own goodies.
Knightshade wrote:Are players permitted to perform "stupid actions" from the get-go or does the GM remind the player of his/her consequences of the action before committing to it? (e.g. warnings of alignment change, killing the character, hurting a relationship, etc.)
It's a game and we are there to all have fun. I do sometimes point out the odds of success and failure or give out information that the character knows about that the player may have forgotten.
If the character is doing something against the alignment, the player must justify why the character is breaking their code. They must have a good reason. People do break their codes occassionally and it does have repercussions in the game.
I do however enforce tone and atmosphere. Characters need to do stuff that makes sense for their backgrounds and the setting they live within.
Knightshade wrote:What do you feel are a good amount of NPCs running with the party? Is it lonesome (zero or one NPC) or "family-style" (six to eight other team members?)
This depends on the campaign. Adventurers are mostly their own wolf packs with external contacts. However, if NPCs are part of the group, they are all deeply lesser than the heroes. They may have one key skill that is lacking - say a Doctor, but that Doctor is not going to ever overshadow any PCs in their skill areas.
Knightshade wrote:Is one NPC recommended to help steer the party during unclear or confusing moments or is it preferable to allow the characters to move blindly through an open adventure, even if it means not following the planned adventure ideas?
NPCs can help steer the party, but that NPC needs to make sense in the setting. In Chaos Earth, a NEMA superior officer and just order the PCs to go to place X and investigate. If the players get stumped in their investigation, the NEMA HQ could radio them and say, hey we just got another report and here's a freebie clue. Whatever you do, do not make the NPC the voice of the GM. Make the NPC a voice inside the game world who is doing something that makes sense for the NPC while progressing your story along.
Knightshade wrote:Should the GM have a plan or layout for an adventure concept or should the concept flow freely from the players actions, forming a campaign from the player's decisions?
Both. You need to have a good outline with branches that lead the game toward the conclusion. I like having Act 1 and Act 3 figured out. The players can do whatever they want in Act 2. If I set up Act 1 well enough, the PCs have a sense of what Act 3 needs to look like to "win" and they find their way there.
BTW, I highly suggest that every GM study three act structure and basic storytelling techniques.
Knightshade wrote:Do you ever have the players roll dice for the heck of it, just to instill paranoia or does that take up too much game time with senseless rolling?
No more than once per game. If you overuse the technique, it loses its power to scare.
Knightshade wrote:What other incentives do you provide the players in the course of a campaign to "draw them back" session to session?
My well earned reputation proceeds me. I have been a GM for 30 years and I worked hard over decades to become very good at RPG storytelling. Storytelling is a talent and you only get better by practice.
For new GMs, you need to think cliffhanger. Try to end each session on a high note with lots of questions. End the game right before a big battle or right after a major NPC says something shocking or right when something utterly unexpected occurs.
Also, never be a pansy. The GM's best tool is the word "No!" so do not be afraid to use it. "No!" helps define the parameters of the setting, tone and atmosphere.
Knightshade wrote:In essence, what characteristics separate a good game from a GREAT memorable game?
The interaction of the GM and the players where both are on the same page and riffing off each other's creativity and energy. That chemistry is all important and without that, the music never hits its stride.