Cookie Ticket
Out-Think The GM
Usage of This Guide
What are the cookie
tickets for? The tickets can be redeemed for a certain prize.
How do you redeem them? Simple. Donate your cookies
to the Cookie Jar. All you have to do is post in the Cookie Jar
thread, stating how many cookies your are donating. Then Triple
J or the POWERS THAT BE will reward you with a 'gift'
that fits the number of cookies you donate.
What are the types of gifts you can receive? Well it
is a bit random for each amount, but it can range from trinkets
for characters, level boosts, IC hints, access to...well I can't
tell you everything as the fun is that you never know what you
can get.
Why are we donating our cookies into a cookie jar?
Simple, yet again. Once the jar reaches a certain capacity the
cookies can be given to the "cookie monster" who will
then enact a reward for the entire board...something everyone
will benefit from. So see by earning cookies, you can help out
your fellow members in the process. Now isn't that nice and doesn't
it drudge up warm fuzzy feelings inside?
How does the cookie monster get the cookies? The members
decide. There will be a poll when the time comes, and they can
either vote to throw the cookies away or give them to the cookie
monster. Because, some of you might not like the idea of earning
your own cookies and then having someone else reap the benefit
from themso this option will be enforced to see if we have a
bunch of good Samaritans or a bunch of meanies.
Um...that's it? I have more questions. Got more questions
about the system. *sigh* Well then PM them to Triple J or The
Powers That Be on the main forum. Or you can simply ask it in
the Pardon My Query forum.
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I read an RPG article on the net, where game masters (GMs) were
advised to be loose and adaptable because the many heads of the
players will always out-think the single head of the GM. I, however,
dismissed that seeing as I'm not completely alone with Mods who
are around to help me.
But, like the person who wrote the article I sometimes, surprisingly,
find myself baffled when players fail to solve problems and obstacles
I throw at them. Or assume that I'll give them the answer to
the obstacle or problem without them doing anything to figure
it out for themselves. Thusly, some characters find themselves
stuck in a particular thread waiting on me to hand them the answer,
or speed up the plot so that they won't have to figure out a
way to solve the problem on their own.
Now, I would like to advise you all that there is a logic
to RPG problem-solving that players can apply to help themselves
succeed. With suggestions from the article I read, and some of
my own hints at helping you, the player, get past certain obstacles
I have comprised a list of guidelines to help you all.
Remember the Rules of the Game
Now this doesn't necessarily pertain to the rules on the board,
but the universal rules people must follow when doing 'detective
work'.
- Clues are important. That toss-off remark by random
person on the street, a recurring nightmare, a lost object you
happen to stray upon... all these things usually lead to something
important that helps in figuring out the obstacle at hand. Sometimes,
there may be a few "red herrings" or falsies thrown
in (as any clever GM would do) but in general, all clues should
be jotted down and looked over.
-
- If the clues lead somewhere, follow. Just because
clues lead to a 'scary place' doesn't mean you should avoid following
them. Role playing your disinterest of following the clues is
one thing, but don't let it get in the way of the story.
-
- Remember the Rule of Right. If your character finds
themselves trapped in a
- maze, keep their hand on the right wall and keep making right
turns whenever they're given a choice. Eventually they'll find
their way out.
Think Outside the Box
There are some tactics that catch a GM off guard, there are some
that they are ready for. Below are some tactics that will help
in figuring out a certain obstacle or task.
- Talk to nonplayer characters. There's a lot of information
out there that players should be able to discover by simply asking,
if they think of the right questions to ask.
-
- Check out the background. Talk to people who knew
the victim or big bad, like family or teachers or allies, pull
out all the records you can get. Basically do your research.
The world of CtVS RPG contains enough institutions that can be
used to access information. So use them. If you find yourself
up against a demon, check with others who may have faced such
a threat (for example, neighboring covens, the local magic shop,
etc.). Forewarned is forearmed.
Compare Notes and Combine Tactics
The author of the article is quoted
as saying,
QUOTE
"One of the silliest things I've seen in a mystery I've
run was the characters withholding information from each other.
I'd given each some information that, if put together, would
have helped them solve the mystery. But the characters never
thought to compare notes."
When trying to figure out a mystery, pull together and band
your resources. As the saying goes, "Two heads are better
than one..." the same can be said for three or four heads,
most of the time .
- When dealt with large detective work, split up. When
you're faced with a mystery that involves some investigative
work split up to check all the records and carry out all the
interviews you can. Try to cover as much ground as possible,
and then come back when done to put together all the information
gathered so that everyone knows what everyone else has found
out.
I hope some of you use these guidelines and tips to help you
when faced with an obstacle/problem/mystery that has been thrown
at your character. Honestly I'm glad when I see characters figuring
out the solution to things, and enacting them... therefore causing
me to sit back and think, "Damn. They got me." I like
a challenge, so since I'm always throwing them out at you guys...
why not try and beat me at my own game. You never know... I just
might reward you for it. Maybe.
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