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Step 2: Note-Passing
Placing blame is only the first step. Now, keep in mind that these steps are not
supposed to happen one after the other. Once you get used to one step,
include the next step in your weekly routine. Unlike the last step, this step is
done from a first-person instruction. This is because only the person trying to
win knows this. (I know this step due to talking to those who have
succeeded.)
Taking notes is something you learn from observation.
Now, on to confusing the GM into thinking you are just being an interesting
role-player. Have a notebook ready (you can use the note-taking book, but
it's much more fun to tag along another one (for reasons unknown)) and jot
down interesting things for the GM. Start out with small things to interest
him/her, like humorous suggestions on what he/she should do during a
non-plot area of the campaign.
Another thing that GMs like to do is psych their players out with little things.
For
example, travelling back in time and making everyone afraid to do anything is
a fun idea. Or perhaps if someone makes a grim predicament of what they
think will happen, fulfil their wishes. These suggestions that you make should
just be light. In the future, use more personal things to frighten them, and
make
them think that the power of the GM is on your side.
Some good examples of notes to pass up:
Look at me and laugh.
Say "Why not? It could be a
laugh."
I bet you �5 that you can't
make
Bob's character look gay. Send that way too friendly pirate/guard after him.
Say "That's a great idea!" Put
your dice in your pockets, and rattle a few Peanut M&M;'s for a few rolls, then
accidentally make your GM screen fall over.
This step is for presiding over the odd, non-campaign affecting events that
happen. Well, you won't have control over them, but the party will think that
you
inspired it. Something like this will help you make friends and lessen any
chances of others questioning your actions. Also, if you make the right notes,
most of the party will think you are giving him ideas for the game, as well as all
the side events. Be afraid, be very afraid�
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