Timeline for How to handle a 'power-GM'?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Dec 2, 2012 at 15:09 | history | edited | Simon Withers | CC BY-SA 3.0 |
Re organized, fixed some grammar issues and added a clarification
|
Mar 14, 2012 at 19:54 | comment | added | RSid | Thanks! I'm still worried about how to demonstrate what the problems are, as he seems to have trouble understanding, but I think having more positive feedback might help by contrast. | |
Mar 14, 2012 at 19:48 | vote | accept | RSid | ||
Mar 14, 2012 at 3:13 | history | edited | Simon Withers | CC BY-SA 3.0 |
added 477 characters in body
|
Mar 14, 2012 at 3:07 | comment | added | Simon Withers | @ErikSchmidt - yeah, the idea is that you want to help the person learn how to GM in a way that is fun for everyone. Just as much as they need to know what does not work, they need to know what does, and what better way to encourage "good" behavior, than to reward it. | |
Mar 14, 2012 at 2:51 | comment | added | Erik Schmidt | I particularly like #2, as the carrot is often more effective than the stick, and may actually get this player to understand that it's not about him winning, it's about everyone winning by having a fun game. | |
Mar 14, 2012 at 1:22 | history | answered | Simon Withers | CC BY-SA 3.0 |