Tuesday, June 29, 2010

Master of Illusion


GM's Guide

When the characters aren't doing anything, choose one of the following:

Threaten something they care about
Offer a clue to a mystery
Hint at a greater threat
Introduce immediate danger

When a character does something chancy, have the player roll a die, then choose one of the following:

They get what they want, but with a price
They don't get what they want, but they do get something else

If they rolled a 6, add:
They get exactly what they want
They get what they want, and something else as well

If they rolled a 1, add:
They don't get what they want, and now they're in even worse trouble
They get what they want, but it lands them in even worse trouble

When a character is seeking information, have the player roll a die, then choose one of the following:

They get a small clue, enough to lead them further
They get nothing about what they wanted, but they spot a different opportunity

If they rolled a 6, add:
They get a major break
They get nothing about what they wanted, but some other advantage instead.

If they rolled a 1, add:
They get stonewalled: Nothing
They get nothing, and they land themselves in trouble

In all cases, always:
Misdirect: Don't tell the players which option you chose from the lists. Pretend something in the fiction made it happen.
Make them Work for it: The more the character cares about something, the harder it is for them to get it.

Player's Handbook


Character Creation
Create a character which is a product of your unique artistic vision, and reflects what you desire from play
Make sure your character is compatible with the other characters in the group
Make a character which fits into the setting and story of the game to be played

Players, at all times:
Have your character act as you believe that character would, if they were a real person in those circumstances
Ensure your character is willing and able to follow clues provided by the GM
Speak for your character and have them only act on information available to the character
Express your character's unique personality, and try to "immerse" yourself in the game
Stick with the other characters, and don't fight with them too much
Do not question the Player's Handbook, or the GM

If anyone breaks any of the above rules, choose one of the following:
Accuse them of "metagaming" and make a scene
Complain to the GM that they are hogging the spotlight and being a primma donna
Put up with it, but sulk
Feel smugly superior, and look for a better group

If the player is a woman, add:
Tell them that girls don't understand roleplaying games
Explain to them in simple terms exactly what they did wrong

If you are the GM, add:
Have their character fail more often, until they learn how to do things right

3 comments:

  1. Actually this game goes by many names: "Call of Cthulhu", "Vampire", "Systemless".

    ReplyDelete
  2. WHEN ARE YOU GOING TO PUBLISH AN ADVENTURE FOR YOUR GAME MASTER OF ILLUSION

    I DONT KNOW WHAT TO DO WITH IT UNTIL YOU GIVE ME AN ADVENTURE

    AN ADVENTURE

    ReplyDelete
  3. Morgue, a good game master is all you really need to make this game work. You're a good game master, right?

    ReplyDelete