Started by Josh Porter, November 27, 2011, 03:43:17 PM
Quote from: Josh Porter on November 27, 2011, 03:43:17 PMI want the characters to be self-motivated . . . I want to set up a whole world that goes on around the characters and let them steer the game in whatever direction they want.
Quote from: Josh Porter on November 27, 2011, 03:43:17 PMBut unless I start the session with a mission from on high, the other players will just roleplay their characters hanging out at the local watering hole, or trying to open up a checking account . . . In addition, there are very few players in my group who are interested in the other characters.
Quote from: Ron Edwards on November 27, 2011, 04:39:03 PM2. You need to play using a different game. One which actually has a reward system instead of a bzz-bzz hamster wheel like FATE.
Quote from: Josh Porter on November 27, 2011, 08:18:11 PMI'm running Caterpillar (the one with a GM) right now, and it's fucking fun as shit. Both process and product.
Quote from: Josh Porter on November 27, 2011, 11:57:07 PMNow, the long-term goals thing is the tricky part. I tried having a session where everyone wrote down their goals, but it was really tough. Most goals were either too long-term or too trivial to make any impact on the game. My group of friends aren't quite up to the Narrativist level of going straight for the story's jugular, so if the goals weren't immediate, they would tend to be overlooked. This is probably the big thing I'll want to engender when I get back to GMing someone else's game eventually.
Quote from: Josh Porter on November 27, 2011, 03:43:17 PMI don't know exactly why, but I don't enjoy GMing.But once I begin interacting with the other players, my heart just goes out of it.So how do I fix it? How do I learn to like GMing?