Good Qualities
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- Leo H
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Good Qualities
What qualities as a GM do you think it takes to run Palladuim games? I've found that adaptability is a major quality I've needed to run games. I have players who are....unconventional and that quality comes in handy. I know that running the game can be difficult, kinda like trying to herd cats on catnip. What're your thoughts on the subject?
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Re: Good Qualities
Leo H wrote:What qualities as a GM do you think it takes to run Palladuim games? I've found that adaptability is a major quality I've needed to run games. I have players who are....unconventional and that quality comes in handy. I know that running the game can be difficult, kinda like trying to herd cats on catnip. What're your thoughts on the subject?
The ability to select and ignore rules to focus on to give the game a consistant mechanical feeling. This is harder than it should be.
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Re: Good Qualities
Good communication skills help a lot. You've got to be able to communicate rule interpretations clearly and persuasively with Palladium's games since they're frequently very flexible.
Clarity of vision is good to have too. Rifts in particular is so huge and diverse, it can be easy to dilute the game with too much information and weirdness. The more familiar with the setting the group is the less of an issue that can be, but it's still easy to get overwhelmed with layers of detail.
Clarity of vision is good to have too. Rifts in particular is so huge and diverse, it can be easy to dilute the game with too much information and weirdness. The more familiar with the setting the group is the less of an issue that can be, but it's still easy to get overwhelmed with layers of detail.
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Re: Good Qualities
Consistency, ruthlessness, mercy.
If you can balance those three, you can GM rifts with the best of them.
I'd say creativity, but with the setting in place, it actually isn't necessary to be overly creative. Further, letting your creativity out can actually hurt. That isn't me saying don't explore and think for yourself. I'm just saying that in Rifts you don't need to for it to be fun.
If you can balance those three, you can GM rifts with the best of them.
I'd say creativity, but with the setting in place, it actually isn't necessary to be overly creative. Further, letting your creativity out can actually hurt. That isn't me saying don't explore and think for yourself. I'm just saying that in Rifts you don't need to for it to be fun.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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Re: Good Qualities
Lots and lots of Flexibility to deal with situations that aren't covered in the rules and by the creative use of skills, spells and powers in ways there are not mentioned anywhere, not even on the boards. Also need clear effective communications skills so that you can make sure that all the various house rules in place are known and understood.
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Re: Good Qualities
Mostly improvisation. Their systems arent as complete and streamlined as D&D. But the systems are also much more open and free. You just need a little more imagination. A quick imagination is even better.
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