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Contents 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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Copyright © 1999 James Bates