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Your Flexible Friend
All in all, the key to a successful game, from start to finish, depends on the
initiative of the GM. Face it, PCs are never going to do exactly what GMs
want, and you can never account for every eventuality.
If the GM is flexible enough to allow for one of the characters to carry the
Vampire's throne all the way back from the castle, then the story should go
without much trouble. But if the GM instead gets nasty and says "The throne
burns your hands, you can't pick anything up for at least 24 hours," then you
know there may be trouble ahead.
Now, you could try work out how 'suitable' your GM is to the odd change of
direction by whispering outloud "I have a cunning plan...". If they respond by
smiling and looking intrigued, then you are onto a winner. But, if they respond
by dropping their pen, grasping the dice firmly, and ever-so-slight
hyperventilation, then it'd be best if you agreed to accompany the merchant
but not rob him at some point during the trip.
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