Cookie Ticket
Out-Think The GM
Usage of This Guide


COOKIE TICKET (FAQs)

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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OUT-THINK THE GM

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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