darklordforhire ([info]darklordforhire) wrote,
@ 2007-03-16 14:22:00
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Homeworld Project - GM Advice
At first glance, being the GM in Homeworld Project seems difficult. Unlike many RPGs, you have specific restrictions on what you can do, namely the reflections. You can't just bring in a situation or a problem that doesn't link to them in some way. But in practice that restriction is more of a benefit. If a player asks for a reflection, then that is a clear sign that at least that player wants to see more about that reflection.

As the GM, it is your role to help provide that. If you want to see something in particular, suggest that to the players as they select reflections. If no one bites, then more than likely that idea won't work for this group as is. And there is always the chance of opening a new reflection from a player's free mark.

Instead, you should focus on the tools you have at hand. There are three ways to use reflections. First you can dedicate layers to introduce manifests. Do this to start with, but not to excess. You want to keep room for expending layers as well. Also, remember you don't need to manifest a handful of thugs individually, they can just be one manifest.

The second use is to expend those layers. That gives you some flexibility, but you usually have less available than all of the players, so expend your layers were it counts. Either to place a particularly interesting consequence or to add some marks.

The last, and most easily forgotten, use is to raise or lower the reflections. You can do this as easily as the players, and it can be an important way to introduce conflict. If a player is trying to grow a reflection, make sure you reduce it somewhat occasionally, to keep things interesting. Likewise a reflection won't simply go quietly as a player attempts to reduce it to oblivion.

But remember, making things challenging should help make things fun. Remember, the players are taking on the role of the heroes. It's not a question of whether they will win. What is important is what happens along the way. This is Space Opera after all.

Beyond providing a challenge, you have two other duties. The first is to keep an eye on pacing. This generally a matter of making sure that players aren't uncertain about what to do next. If they are, then manifest something and make things interesting. Look at the reflections you haven't used as much recently.

The other duty is related to pacing. Its to make sure that players get a fair access to bouts. As GM you shouldn't be getting into bouts with yourself, just decide those outcomes. That means each bout that happens will have at least one player in it. You should make sure that a few players aren't taking most of those bouts, at least not without other players have the option for bouts of their own.

Most of the time this shouldn't be difficult. But sometimes player will be competing to take the free marks from Turning Points or otherwise two players both want the next bout. If this becomes a problem, you can resolve it in a few ways. One way is to go around the table, giving each player the chance to start a bout. Another is to break ties with the lowest die showing. But the best way to resolve it is to talk to the players about it before feelings are hurt.

In many ways, you are not the only one who has these duties. Players can and often should participate in making things challenging, well paced, and fair. Encouraging that behavior will make things easier and more rewarding. After each person has a responsibility to help make the game fun for everyone else.



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[info]tundra_no_caps
2007-05-22 02:34 pm UTC (link)
Dude, do you have a working email?

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