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GM only

GM ONLY

This section is for GMs only. If you are a player please leave and contact a GM or web-person as soon as possible.

To make sure everyone is on the same page - use this one.

*Plots
*[GM working]
*pre-game checklist

Contents

GM notes:

  • Campaign bonuses cost XP, Game bonuses cost Bags of Gold, Action bonuses require "something clever", otherwise no bonus.
  • All PCs and NPCs should follow the same rules. IE:- If the PCs are forbidden from doing something then no NPCs should be able to do it either. Conversely if an NPC can do it, then so can a PC.
  • Do not include something in the game unless you want the PCs to get hold of it and use it.
  • Drama and Story should override rules and system, but only when necessary (remember a PC dying may be a more dramatic story than them surviving by GM fiat).
  • PCs get 1XP per game
  • No "no defense" or "absolute" powers, Everything should have some sort of reasonably common resistance.
  • If a PC fails at an action, tell them why. At the very least imply there is a reason that they do not know about.

Desirable elements:

  • Consistency - PCs should be able to safely predict outcomes of logical activities based on earlier activity.
  • Exploration - PCs should be able to explore the game world and discover in game facts through effort.
  • Costuming - Players should get to dress up.
  • Achievement - PCs should be able to alter the setting.
  • Enemies - PCs should have something to fight, physically or morally.
  • Reason to socialize - Each PC should have a reason to be here and interact with the rest of the PCs in the game.
  • Reason to politic - Each PC should have something to offer.
  • Reason to quest - Each PC should want something.
  • PCs are responsible for local law, manufacturing, research, etc
  • Ghosts and Unobtanium are the only supernatural powers.

Underlying Reasoning:

What are our goals for the game as GMs?
Why have we decided to do things this way rather than that way?

1. Groups are good, Loners are bad, because it is easier and more time efficient for the GMs.
2. The game should be focused on Mainspring so it does not explode into global complexity.
3. The game is character-centric, not plot-centric.
4. Consistency: PCs should be able to safely predict outcomes of logical activities based on earlier activity. This reduces player frustration. Thus we should also tell a player why something fails (or at least letting them know there is a reason, but that it is hidden from them).
5. Exploration: PCs should be able to explore the game world and discover in game facts through effort, because some players (simulationists) roleplay to explore and we wish to cater to as broad a group as practical. We do this by establishing a set of "world rules" the GMs can consistently portray a world for the players where they can explore.
6. Costuming: Players should get to dress up because they enjoy it.
7. Achievement: PCs should be able to alter the setting because some players (builders) roleplay to create and change things, and we wish to cater to as broad a group as practical.
8. Reason to quest: Each PC should want something because Characters without wants get bored easily, and bored players tend to become destructive. We don't want this. This should not be a completely closed system (all your want are met by what other players have), and wants and haves should not be perfectly linked.
9. Reason to politic: Each PC should have something to offer so the other players have no reason to interact with the character. This help[s prevent loners.
10. Reason to socialize: Each PC should have a reason to be here and interact with the rest of the PCs in the game so as to prevent loners and to avoid short term PCs who will write themselves out of the game in 2 or 3 sessions.
11. Enemies: PCs should have something to fight, physically or morally, because some players (gamers) roleplay to fight, kill or overcome things, and we wish to cater to as broad a group as practical. Also combat is a near universal metaphor for any obstacle. If a PC is wrestling with a moral decision, a tense combat at the right time echoing their internal dilemma can be VERY powerful (if tricky to pull off in a freeform).
12. No Other Dimensions. This keeps the game simple, and prevents confusion about what is real. Possibly the land of the dead could be considered another dimension, but it is always a one way trip.
13. Separate Groupings. the groups link people across social cliques. Additionally, groups as a whole can have enemies. being forced to belong to more than 1 group causes the game to bridge.


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