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 A Guide to GMing, Wednesday, March 14, 2007
Marjask
Posted: Mar 14 2007, 04:57 PM
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Some of you may or may not know about what it means to be a GM. This article is specifically made to explain to you what that is, and how to do what they do. That way, you'll have a much greater chance of becoming one of the few, and the elite, ERPers.

First of all, what does GM mean, and what is it about?

GM means Game Master. Their duty is to describe the surroundings that the players experience, as well as describe how the TF progresses when it takes place.

You can determine a GM post when you see the words in italics. GM posts are usually always in italics, and if there are multiple people being GMed, they will usually put that person's username before the description, such as follows:

Marjask: You feel a twinge at your back as you feel two nubs push their way through your skin.

Here are some tips for people who want to GM, or want to get better at GMing.

1. Only bunny when necessary.

Bunnying is controlling another person's character, such as having the do or say something. It's usually looked down upon, and should only be used as a last resort, if the character absolutely HAS to do something.

2. Use creative words.

The words 'your fingers become rounder' lacks somewhat of a splendor to it. Use something more creative, such as, 'your fingers swell, becoming bulbous in appearance'. Despite how subtle it seems, it makes a world of difference for the player.

3. GO SLOWLY!

I can never emphacize this more. The slower you go, the better. This helps both you and the player. It helps you, because you can concentrate on details more, and it helps the player, because if you concentrate on the details more, their TF is exponentially better than if you did half of the entire TF in one post.

4. Note of what the character does.

If the character decides to touch a part, it means they're interested in it, and want more descrition and details as to what is going on with it at the time. Don't skimp out on it! Describe every sensation they feel upon touching that section of their TFed or TFing body. It irks me when I want more detail on a part via feeling that appenage, and the GM doesn't pick up on it, merely skimping out on something I want to know more about.

So, four steps to GMing. Any questions/comments are welcome. Now you ALL should have no reason to not be in the ERP group.


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eddiehaskell
Posted: Mar 14 2007, 05:43 PM
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I got a question. Were those examples all the ones I did to your character?


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Marjask
Posted: Mar 14 2007, 07:26 PM
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More or less. The idea behind them, and the use of the word 'bulbous' is credit to you. I just did some touch-ups on them.


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Obsidian
Posted: May 2 2007, 08:13 AM
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Note: From all my experiences there are a few things I have realized.

1. If it isn't in simplified text (not 1337 741|<) it will not work for an RP unless there is an accent being added on.

2. too slow/thesaurus abused is bad. a prime example can be found partway down the page here.

http://www.crushyiffdestroy.com/furryTut/index.php?page=5

(ignore the context, or don't hate me for it. Either way...)

3. Sometimes using the bunny power is good. When it would take 10-X meaningless posts to get to something meaningful it is almost the GM's responsibility to make one meaningful post that brings the situation rather than waiting for said useless posts. not to be confused with GOD MODing a situation that can easily change the direction of the RP.

4. Reserve rights to GOD MOD. This is a deterrent from having a character denature your RP into a hapless mess that doesn't fit the original context. Too many RPs have been adulterated by this.

5. There should always be a conflict in the RP. If there is no conflict, there is no driving force and the RP is fated to die in a pile of its own waste like the bacteria that make sourkraut.

6. Practice. Without it everything gets muddled, which every GM has experienced at least once. (regardless of if they admit to it)
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