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Unsure GM

Posted: Mon Feb 28, 2011 11:20 am
by Juce734
Ok so I have been GMing for only a couple of months now. In about 5 sessions I feel I have opened up a lot of things and given no closure to anything.

Session 1
Gave my 3 PC's a sponsor basically and a mass killing at a biker bar.

Session 2
My players were being stalked by an organization that was after 1 of my PC's. 1 PC was captured by this organization. The other 2 PC's who were doing their own thing killed a few of the guys.

Session 3
They met with a negotiator and 6 men from the organization in which 1 of their cars and 5 of the 7 men were blown up. They got their PC back in the group and the negotiator guy got away. Session ended with the Sponsoring place getting blown up with 2 of the 3 NPC's. The remaining NPC was upset and wanted to end ties.

Session 4
The 3 PC's met a Muslim American Super Hero who didn't want to be a hero. He told them he gained his powers from a space ship encounter and then showed the 3 PC's the ship. The players went in and got a few items and bought a warehouse on the water in the North Eastern part of Century Station. An anonymous person paid for it though.

Session 5
This weekend and I am unsure of what to do. I want to try and let the characters solve either the killing at the biker bar in which a guy killed over 20 bikers by blunt force easily. If not that then I want them to figure out what's going on with the space ship (this is more likely what I am going with). Or they can figure out who blew up their previous sponsor with the help of their new anonymous friend.

What do you guys think? How should I go about all of this? We wrapped up session 4 with the players back at the empty warehouse without any belongings really. Our alien PC has a motorcycle and hover car. They also have another car they are using right now that is 1 of the other 2 PC's. The last PC has no car or anything.

Re: Unsure GM

Posted: Mon Feb 28, 2011 11:42 am
by jaymz
You may want to do something that allows them to start building ties and gaining gear again.

That along with an investigation into teh biker killings may be the best route to go. Follow that up withy looking into who blew up the previous sponsor in order to try and avoid it happenning to the new sponsor.

Re: Unsure GM

Posted: Mon Feb 28, 2011 4:27 pm
by The Dark Elf
Ok,

Firstly make the guy who was killing at the biker bar a new super villain who is getting used to his powers. He recently got his powers from a bizarre space ship encounter. Sound familiar? That's cos its the same space ship. He isnt particularly dangerous but has met up with some bad folk (gang, super villain etc.) who is mentoring him into serving his/their evil ways and the guy is afraid of being the outcast.

He can give clues to an organization that covered up the space ship landing and are trying to eradicate the signs of it as well as study any chemical/supernatural affects the radiation has had on people such as our, now two, NPCs and the players?! Could be a government organization?

The bar killer is actually a friend of the muslim but he didnt want to say as he does not want to be associated with such a thug. the group may be attacked by the gang and afterwards their muslim friend can explain he knows the guy. They may feel a sense of loyalty to "rescue" this innocent(?) pawn.

Rescue attempt and some kick ass fighting in gang territory ensues....

When they do they'll discover that both guys get their powers from a symbiote. Their were actually actually three symbiotes and the third is controlling the guy who bought the warehouse (by selling space technology etc.). They are new to the planet and are unsure (only use empathy) of how to relate to humans. They will try to beseech the players to help them rescue their damaged ship as they clearly do not know how to use the powers they generate (remember the bar slaughter?) so it is up to our heroes!

The third symbiote may be used by one of the players as a fun bonus? If the PCs help and are successful the symbiotes will leave and return the two NPCs to their normal selves.

Plot to rescue quarantined spaceship from a military base ensues (thats up to you to sort out).

I would leave the stalking organization until the end with a revealer as to why they're stalking one of the players then leave it for another day (leave em thirsty..) Ofc, you didnt detail what the ransom request was. Common Money? Or for the other heroes to conduct a heist for them because their powers are suited to it?! Is the heist from the initial sponsoring man. He is really going to love you now...

Next adventure awaits....

Re: Unsure GM

Posted: Tue Mar 01, 2011 8:20 am
by Juce734
The Dark Elf wrote:Ok,

Firstly make the guy who was killing at the biker bar a new super villain who is getting used to his powers. He recently got his powers from a bizarre space ship encounter. Sound familiar? That's cos its the same space ship. He isnt particularly dangerous but has met up with some bad folk (gang, super villain etc.) who is mentoring him into serving his/their evil ways and the guy is afraid of being the outcast.

He can give clues to an organization that covered up the space ship landing and are trying to eradicate the signs of it as well as study any chemical/supernatural affects the radiation has had on people such as our, now two, NPCs and the players?! Could be a government organization?

The bar killer is actually a friend of the muslim but he didnt want to say as he does not want to be associated with such a thug. the group may be attacked by the gang and afterwards their muslim friend can explain he knows the guy. They may feel a sense of loyalty to "rescue" this innocent(?) pawn.

Rescue attempt and some kick ass fighting in gang territory ensues....

When they do they'll discover that both guys get their powers from a symbiote. Their were actually actually three symbiotes and the third is controlling the guy who bought the warehouse (by selling space technology etc.). They are new to the planet and are unsure (only use empathy) of how to relate to humans. They will try to beseech the players to help them rescue their damaged ship as they clearly do not know how to use the powers they generate (remember the bar slaughter?) so it is up to our heroes!

The third symbiote may be used by one of the players as a fun bonus? If the PCs help and are successful the symbiotes will leave and return the two NPCs to their normal selves.

Plot to rescue quarantined spaceship from a military base ensues (thats up to you to sort out).

I would leave the stalking organization until the end with a revealer as to why they're stalking one of the players then leave it for another day (leave em thirsty..) Ofc, you didnt detail what the ransom request was. Common Money? Or for the other heroes to conduct a heist for them because their powers are suited to it?! Is the heist from the initial sponsoring man. He is really going to love you now...

Next adventure awaits....


You have some good ideas. I may utilize some of them partially with my own twist. :)

Re: Unsure GM

Posted: Tue Mar 01, 2011 2:27 pm
by The Dark Elf
Juce734 wrote:You have some good ideas.


I know. :bandit:

Jk. Ty and glad to be of help

Re: Unsure GM

Posted: Sat Mar 19, 2011 11:35 pm
by Noon
I want to try and let the characters solve either the


Instead of deciding what they do, do the player characters actually have any character drives and strong motivations or desires? Or are they all kind of have no ambition or goals?

I mean, you've set up a few hot issues going on there - I imagine if you turn to the players, they'll just stare back at you as much, waiting for you to tell them what to do so they can have fun. Because their characters are utterly bland and wouldn't choose anything interesting themselves.


Also, check out: viewtopic.php?f=30&t=121576

Re: Unsure GM

Posted: Wed Mar 23, 2011 3:34 pm
by Juce734
Noon wrote:
I want to try and let the characters solve either the


Instead of deciding what they do, do the player characters actually have any character drives and strong motivations or desires? Or are they all kind of have no ambition or goals?

I mean, you've set up a few hot issues going on there - I imagine if you turn to the players, they'll just stare back at you as much, waiting for you to tell them what to do so they can have fun. Because their characters are utterly bland and wouldn't choose anything interesting themselves.


Also, check out: viewtopic.php?f=30&t=121576


The characters haven't developed themselves and don't work well together really. Kinda sad as everyone involved is smart. I figured they would come up with creative outside the box ideas.

We haven't gotten together to pick up this game since before this thread began but I'd like to pick it up online in the near future. I feel like 2 of the 3 players would benefit by having another experienced gamer in the group. I've tried to leave things open for them to decide but they are clueless when I do. 2 of the 3 players want me to hold their hand for them while the other is the only 1 who can make decisions and come up with ideas at all really.

Re: Unsure GM

Posted: Wed Mar 23, 2011 6:59 pm
by Spinachcat
I always ask for story hooks in pre-game character generation.

I want 2 goals for each character and 3 NPCs. The goals are usually one long term and one short term. It can be "Kill Emperor Prosek" for long term and "Buy some Naruni guns" in the short term. I grant XP for succeeding in goals so I get the yes/no say on them.

Pick and describe 3 of the following NPCs for your character:
a) a Love Interest or ex-Lover
b) a Rival (friendly or unfriendly)
c) a Contact / Fixer
d) a Hated Enemy
e) a Family Member
f) someone else

If I have 4 players, that gives me 12 NPCs who matter to the players. I take these 12 and make sure I weave in 1-2 every session into whatever is happening. Even in Rifts where I invoke the rule of bizarre coincidences.

"Uncle Zeke, you were in Chi-Town last week. What are you doing in Moscow?"

Re: Unsure GM

Posted: Wed Mar 23, 2011 7:07 pm
by Noon
Juce734 wrote:The characters haven't developed themselves and don't work well together really. Kinda sad as everyone involved is smart. I figured they would come up with creative outside the box ideas.

We haven't gotten together to pick up this game since before this thread began but I'd like to pick it up online in the near future. I feel like 2 of the 3 players would benefit by having another experienced gamer in the group. I've tried to leave things open for them to decide but they are clueless when I do. 2 of the 3 players want me to hold their hand for them while the other is the only 1 who can make decisions and come up with ideas at all really.

Well, it's a bit like drinking whiskey or some other not so often drunk drink - you can describe how it's nice to drink, how to drink it and even offer a tiny sip so they can check it.

But if they just don't take to it, then they don't. I mean your guys are turning up to the game, but it's like they have a glasses of whiskey in front of them, but only one guy there is drinking. You only have one whiskey drinker, but you want a drinking session.

The analogy wasn't too far out or crazy, I hope?

Re: Unsure GM

Posted: Thu Mar 24, 2011 7:22 am
by Juce734
Your whiskey comment makes sense. The 2 players just say they don't know what to do and they said they are worried about making the wrong decisions.

I figure if I do it play by post they will all be more comfortable and able to think more about the possibilities. Think this would work or will they learn more with experience?

Re: Unsure GM

Posted: Tue Mar 29, 2011 12:21 am
by Spinachcat
Juce734 wrote:Your whiskey comment makes sense. The 2 players just say they don't know what to do and they said they are worried about making the wrong decisions.

I figure if I do it play by post they will all be more comfortable and able to think more about the possibilities. Think this would work or will they learn more with experience?


If you have a chance to do a face to face game, do that. PbP isn't a great medium. Nothing beats face to face games.

Tell the players that its PERFECTLY FINE to make wrong decision. First, you can always make another character because can't really lose a RPG. Second, the Palladium system is pretty forgiving of mistakes. Defenses are relatively high in most PB games so if a plan goes badly, players usually have lots of opportunity to flee before getting torn to shreds. Third, tell them that they will become great gamers with experience.

As for enhancing role-playing at the table, remember that players follow the lead of the GM. You have to create NPCs they want to interact with and then you have to play those NPCs to the hilt. Get into back and forth discussions.

BTW, here's a trick I learned from a great GM.

If you have a scene where one or two PCs is going to talk to a group of NPCs, grab the rest players and tell them to roleplay the NPCs with you. Give them a 3x5 card with some facts about the NPC and let them ham it up with you. It engages all the players and you'd be surprised about how the role-play at the table steps up a notch.

Here's an example: Two PCs must go to a temple to ask for help from the gods. As GM, you play the High Priest. Have the other players be your Lesser Priests who advise you, but don't trust the PCs. Role-play the scene in the temple and everyone gets involved in the discussion. And since you are the High Priest, you can veto something a Lesser Priest may do so you aren't really handing over your power as GM. Just using the other players to increase the immersion.

Re: Unsure GM

Posted: Wed Mar 30, 2011 7:24 am
by Juce734
Spinachcat wrote:
Juce734 wrote:Your whiskey comment makes sense. The 2 players just say they don't know what to do and they said they are worried about making the wrong decisions.

I figure if I do it play by post they will all be more comfortable and able to think more about the possibilities. Think this would work or will they learn more with experience?


If you have a chance to do a face to face game, do that. PbP isn't a great medium. Nothing beats face to face games.

Tell the players that its PERFECTLY FINE to make wrong decision. First, you can always make another character because can't really lose a RPG. Second, the Palladium system is pretty forgiving of mistakes. Defenses are relatively high in most PB games so if a plan goes badly, players usually have lots of opportunity to flee before getting torn to shreds. Third, tell them that they will become great gamers with experience.

As for enhancing role-playing at the table, remember that players follow the lead of the GM. You have to create NPCs they want to interact with and then you have to play those NPCs to the hilt. Get into back and forth discussions.

BTW, here's a trick I learned from a great GM.

If you have a scene where one or two PCs is going to talk to a group of NPCs, grab the rest players and tell them to roleplay the NPCs with you. Give them a 3x5 card with some facts about the NPC and let them ham it up with you. It engages all the players and you'd be surprised about how the role-play at the table steps up a notch.

Here's an example: Two PCs must go to a temple to ask for help from the gods. As GM, you play the High Priest. Have the other players be your Lesser Priests who advise you, but don't trust the PCs. Role-play the scene in the temple and everyone gets involved in the discussion. And since you are the High Priest, you can veto something a Lesser Priest may do so you aren't really handing over your power as GM. Just using the other players to increase the immersion.


That idea sounds great! I bet that would help them loosen up a little bit. I am going to use that next time we game. May use it a couple of times in our next 2 sessions.

This thread is serving as being very very helpful to me.