Nuadha's Tale

Ignorance can be tolerated, where reason is left free to combat it. -Thomas Jefferson

Tuesday, July 23, 2002

Rules for the GM
(It's been a while since I posted one of these. This next one is extremely important for Amber GMs.)

Rule #6: God-like NPCs suck. Avoid using them. A character can have god-like powers, but he or she should still be flawed. If you design a really powerful villain, make sure that the characters can see some sign of weakness. Give them hope that your new villain, despite his or her fantastic powers, has some flaw that. The glimmer of hope that they can use the knowledge of that flaw will keep them struggling. Otherwise, where is the hope? What is the point of struggling if the villain already knows all your plans, has absolutely no weaknesses and can blip your character out of existence with a simple thought? Even a friendly NPC should not allowed to be built without limits. Otherwise, the characters will know that they can go to that NPC and have everything solved, so why should they do it themselves?


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