Welcome to the last day of RPGaDay, hosted by BrigadeCon, where we answer: What is the best piece of advice you were ever given for your game of choice?
I read one piece of advice early in the hobby which I’ve applied to most of my games. I found this advice in the first rpg system I ever owned: Teenage Mutant Ninja Turtles & Other Strangeness by Erick Wujcik.
In the book, they describe how the GM role is like being a director for a movie with a significant change. You have an unlimited budget. You want Leslie Jones and Bruce Lee to show up in your game then bingo, you have them. You want a special effect of an immense volcano which will spew out armies of demons? You describe that in your game. You want the antagonists to steal a five-story bank vault using a dragon? You ask yourself, how many dragons will you need and then when the protagonists are in the bank vault for their own heist, you start playing with their sense of gravity.
Knowing that my budget was unlimited, I unleashed some far fetched and strange things in my game. When I babysat kids at as teen, I ran TMNT and 2 kids were playing mutant poodle body builders. I recall a scene where the army was trying to capture then and tanks were sent. The mutant poodles jumped on those tanks and started punching holes and dents. In a movie, this could prove expensive but not in a rpg. I love that aspect of rpg where you can let your imagination go wild.
As a side note, I met Kevin Eastman this year and got him to sign my TMNT & Other Strangeness book. I have many strong feelings with that game as it formed my core of GMing. I was doing it while going to babysit. If you are considering babysitting, I highly recommend you bring a game and offer to run it for the kids. You can practice your craft. Also, kids can have fun and you’ll probably get repeat business. I did as kids wanted to tell more stories with their characters.
What is the best advice you’ve ever gotten or given for any game? How do you apply it for other games?