One of the things I've enjoyed about Aergraith's games is that he plays the NPCs so well. Our party used to joke that he would feel sad when his monsters died. There were times when I even apologized. haha. We may have been fighting for our lives but we also understood where they were coming from. And if they were simply capricious he was able to add some humour or some other device to keep it interesting.Treebore wrote:Yeah, when you have new players, meaning new to RPG's, you tend to have to lead them around until they get how to play. Now I have ran into people who never seem to learn how to play, but thats another issue. Anyways, once they "get it", I find its best to just sit back, throw out seed after seed, and see what the players grab on to and nurture that into whatever adventures are to come. The fun then comes naturally from the creative interplay between the CK and their players.
So I think perhaps the most important thing to become as a CK is a facilitator, rather than a orchestrator. Respond organically to what they do, within the context of what they do, rather than in pre arranged, spelled out, step by step scripts.
Also, I've seen a lot of people who don't like to think of being a CK/GM/DM as an "adversarial" role. I think that is hogwash. I am trying to kill the PC's. Just because I try to do it in a fair, fun way, doesn't mean I am not being adversarial, it just means I am not being as mean, vicious, under handed, and overwhelming as real life can be. Of course, at the higher levels, they can actually handle that kind of stuff as well. But unlike real life, I always strive to be fair about it. IE, they have a chance of actually over coming the obstacles. Even so, every once in a while will throw in no win situations, not that will necessarily kill their PC, but where they will fail, just to remind them that just because their PC's are powerful, and can do so many super heroic things, doesn't mean they are gods, and cannot be stopped.
"Facilitator.' That is a clarifying description.