MU Things I Love
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That moment when you're GMing a scene, and the characters are talking about various clues and metaplot things and pieces of information they've found from RP interactions and pulled together into a cohesive story - and then someone adds in a piece of lore you wrote that you loved so much, tying it into what's being currently done and using it to carve a new path in the middle of the scene that you hadn't expected at all. And the whole group plays off it and goes with it and it turns a scene into this haunting, collaborative, beautiful story with depth and meaning and gravitas.
That moment right there. That's the one.
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@darinelle I'm sorry I had to go to bed!!
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@saosmash said in MU Things I Love:
@darinelle I'm sorry I had to go to bed!!
I should have gone to bed too! lol. But you were part of it too and so
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@darinelle I like it when someone comes up with a concept that can be applied into a larger scheme on a game for that piece of lore. I'll admit to grifting these once and a while, but I try to only borrow the stuff that didn't work.
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@chet Yessssss. Love this so much. And also both big things filtering down, and small things moving up and just /around/.
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I love following a connection through multiple storylines and then deciding to do something that's possibly stupidly dangerous but that will probably be wildly rewarding storywise even when the GM mentions how extra preparation might be a good idea and how, oh yeah, staff was just talking about me poking at that thing, and now I'm convinced they're all plotting my death.
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@roz It's not that we're plotting your death, it's just that you might die. TOTALLY DIFFERENT.
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Also - those players who take time to give feedback to the GMs in a way that isn't hideous and hateful. Even when it's constructive criticism. Those players who are themselves experienced GMs and see a frustrating situation, and reach out to the GM with a quiet - "hey, I know this is hard and thanks for doing it, can I help in any way?"
Even when the answer is no, I am always grateful as shit for players who do things like this while I'm GMing. I get to tell stories with some amazing people, y'all.
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@Roz I am plotting your death. 100%
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This might sound odd, but those scenes when the dice really and truly hate you.
One of my chars is a pretty stereotypical Hoss-type big, strong, not particularly smart but earnest as all heck, and before a scene where we faced a lot of obstacles that required physicality to get by he was all aw shuck cocky about how it would be no problem. There should have been ominous music in the background because once the dice started flying he could not buy a success and ended being an obstacle himself. To quote the GM of there scene "There needs to be Yakety Sax on in the background."
The best moment are the unexpected ones. -
Oooh. Very serious, very formal, perfectly poised, old money Shadow Lord werewolf (W:20 WoD). There's some sort of werewolf function, she decides to have her kinfolk henchfolk bring in a piano because she's going to do a recital for the uncultured masses.
I botch (critical fail) my roll.
She fumbles a few times, grows increasingly frustrated, werewolf temper, snarls and says fuck it. Instead of Chopin, she plays Chopsticks in a fury, bows to the crowd and storms off stage. It was so much better than any number of extraordinary successes could ever have been.
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@peasoupling Shoulda prolly rage rolled in that situation.
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@lithium Oh, I don't remember if I did or not, but she didn't have the dice for a frenzy under normal circumstances. She was a Theurge with low rage, and I think she had some sort of bonus from rank, too.
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It was pretty easy to make a werewolf incapable of frenzy in the OWoD system, I tended to play ragas and theurges and it was not unusual for one of them to not be able to frenzy.
I was kind of neat the one time I played a galliard and actually had to make those rolls, to notice the impact it had on things. -
@thatguythere said in MU Things I Love:
It was pretty easy to make a werewolf incapable of frenzy in the OWoD system, I tended to play ragas and theurges and it was not unusual for one of them to not be able to frenzy.
I was kind of neat the one time I played a galliard and actually had to make those rolls, to notice the impact it had on things.Actually it is /impossible/ to make a werewolf that is incapable of frenzy. Even a Ragabash with a Rage of 1, can get modifiers to their rage pool for purposes of rolling for frenzy. It's just a rule that /most/ of the games choose not to enforce.
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I love GMing for people who are clearly just having FUN.
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@lithium said in MU Things I Love:
Actually it is /impossible/ to make a werewolf that is incapable of frenzy. Even a Ragabash with a Rage of 1, can get modifiers to their rage pool for purposes of rolling for frenzy. It's just a rule that /most/ of the games choose not to enforce.
As a GM, when situations arise in my games were a Rage roll may be involved, and failure may be hilarious or dangerous, I offer certain players an additional XP point if they consent to failure and have their PCs frenzy. It leads to fascinating and hilarious results.
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@ganymede On... I want to say HM but maybe it was TR, there was a time when people thought it was unfair/close to cheating if you took a failure without failing the dice.
These 'moral gaming' trends seem to go in and out of fashion though, and I guess GMC has offered an official way to do it.
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@arkandel said in MU Things I Love:
I want to say HM but maybe it was TR, there was a time when people thought it was unfair/close to cheating if you took a failure without failing the dice.
People also thought the planet was flat once.