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 Post subject: Good Qualities
Unread postPosted: Tue Oct 27, 2015 12:29 pm
  

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Megaversal® Ambassador

Joined: Mon Mar 17, 2008 2:41 pm
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Comment: Never attempt to reason with people who know they are right-Dune
What qualities as a GM do you think it takes to run Palladuim games? I've found that adaptability is a major quality I've needed to run games. I have players who are....unconventional and that quality comes in handy. I know that running the game can be difficult, kinda like trying to herd cats on catnip. What're your thoughts on the subject?

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 Post subject: Re: Good Qualities
Unread postPosted: Tue Oct 27, 2015 12:52 pm
  

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Monk

Joined: Sun Oct 19, 2003 7:22 pm
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Leo H wrote:
What qualities as a GM do you think it takes to run Palladuim games? I've found that adaptability is a major quality I've needed to run games. I have players who are....unconventional and that quality comes in handy. I know that running the game can be difficult, kinda like trying to herd cats on catnip. What're your thoughts on the subject?


The ability to select and ignore rules to focus on to give the game a consistant mechanical feeling. This is harder than it should be.

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 Post subject: Re: Good Qualities
Unread postPosted: Tue Oct 27, 2015 1:48 pm
  

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Joined: Wed Jul 27, 2011 2:25 pm
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Good communication skills help a lot. You've got to be able to communicate rule interpretations clearly and persuasively with Palladium's games since they're frequently very flexible.

Clarity of vision is good to have too. Rifts in particular is so huge and diverse, it can be easy to dilute the game with too much information and weirdness. The more familiar with the setting the group is the less of an issue that can be, but it's still easy to get overwhelmed with layers of detail.

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 Post subject: Re: Good Qualities
Unread postPosted: Tue Oct 27, 2015 4:20 pm
  

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Knight

Joined: Tue Mar 19, 2013 8:20 pm
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Consistency, ruthlessness, mercy.

If you can balance those three, you can GM rifts with the best of them.

I'd say creativity, but with the setting in place, it actually isn't necessary to be overly creative. Further, letting your creativity out can actually hurt. That isn't me saying don't explore and think for yourself. I'm just saying that in Rifts you don't need to for it to be fun.

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Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

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 Post subject: Re: Good Qualities
Unread postPosted: Sun Jul 03, 2016 7:35 pm
  

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Champion

Joined: Mon May 03, 2004 8:42 pm
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Lots and lots of Flexibility to deal with situations that aren't covered in the rules and by the creative use of skills, spells and powers in ways there are not mentioned anywhere, not even on the boards. Also need clear effective communications skills so that you can make sure that all the various house rules in place are known and understood.

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 Post subject: Re: Good Qualities
Unread postPosted: Mon Jul 04, 2016 11:36 pm
  

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Hero

Joined: Mon Sep 19, 2005 10:24 pm
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Comment: Arrrrgggghhhh!
Mostly improvisation. Their systems arent as complete and streamlined as D&D. But the systems are also much more open and free. You just need a little more imagination. A quick imagination is even better.

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