Cluedrew
2015-06-15, 05:33 PM
Now I only discovered it well after the S.U.E. files had wrapped up, but I have read all the S.U.E. Files (I (http://www.giantitp.com/forums/showthread.php?275152-What-am-I-supposed-to-do), II (http://www.giantitp.com/forums/showthread.php?282462-The-SUE-Files-Part-II), III (http://www.giantitp.com/forums/showthread.php?305986-The-SUE-Files-III-Basically-Exercising-Your-Cheese-Forging-Genes) & the blog (http://irolledazero.blogspot.ca/2013/04/what-is-this.html)) twice now. The second time through I noticed a lot of people mentioning the lessons they learned from reading the story. So I decided to compile some of mine into one list and share it.
1 - Admit your wrong
This applies in a lot of places outside of games too. If you can't be the first person to point out your mistake then be the second. Don't pretend to know things you don't and if it turns out you didn't know something you though you did, happens to everyone, laugh about it.
2 - Remove things from the game if you don't want them
Pretending they are well and good while hating them is not going to do anybody any good. In the case of science in the SUE file it led to an infinite circle of producing and denying evidence, instead of finding a different approach to the problem and moving the game forward.
3 - Clarity & Consistency
Very few GMs will bring things to the level of "Quantum Trees" or actively obfuscate basic information from the players. But that extreme highlights the importance of getting information across to the players effectively. Make sure everyone has a clear idea of what is going on in the world, what is around them and what the rules are.
4 - PCs are the hero's
Not your NPCs, not even if the story you have is that cool and meaningful. The GM can and should still have interesting NPCs but don't upstage the PCs. As a PC do not upstage the other PCs, everyone should have their time in the spotlight.
5 - "Yes, and..." / "Yes, but..."
Or don't shut down ideas. Even if the idea is "too good" or something give it to them, make it hard to accomplish if you must but not harder, or even as hard as the original task. They put work into creating that idea, why shouldn't it progress them towards their goals? OK sometimes they have genuinely bad ideas, but still if they must fail let failure be entertaining.
6 - Avoid Self-Inserts
Now there are good characters and bad characters, but nothing will turn a character into a powder keg like it being basically you. There are ways to do this, but don't take it too seriously, don't try to be too accurate and you should probably be very comfortable with the group.
7 - Throw realism out
OK, not in every case. But usually realism is not a good thing in games. The SUE (System that Undermines Everything) skill system was often justified as being realistic. Whether it is or not is a moot point compared to the simple fact it is not fun.
8 - Be careful around sensitive topics
Even if it is in game, there are some grounds that should be tread very lightly. Whether it be politics, religion or sexual assault if anyone involved is uncomfortable with the topic, just don't go there.
9 - Oh, that is what a Mary Sue is
This is not a big one for most people, but I didn't really know what a Mary Sue was when I started my first read through. So now I know and regularly check my "at risk" characters for encroaching Sue-ness.
10 - Players and the GM should work together
Now this seems to be the cornerstone of any bad GM story (and a number of bad player stories) if you needed one more example of why battling it out on the field of the game is a bad idea, there it is.
11 - Bad things can be awesome
But don't pretend they are good. This isn't really some great moral lesson but if here is a train wreck of a campaign that I would not wish on any one, yet I read about it, had a great time and will always be thankful to its creators for putting it together.
12 - More Spiral Power
Now I have never actually scene the source that the got Spiral Power from, it would have to be pretty awesome to beat out the anti-Sue force. If More Spiral Power doesn't solve your problem than try Even More Spiral Power. For best results, was it down with Henderson Blend Coffee and a side of Foraged Cheese.
So, that is what I learned from the SUE Files. I suppose this is my belated thank-you to those who actually had to go through all of this to create the SUE Files. Make of it what you will.
I believe Dark Orchid is #7D1B7E, I had to figure out that one myself.
1 - Admit your wrong
This applies in a lot of places outside of games too. If you can't be the first person to point out your mistake then be the second. Don't pretend to know things you don't and if it turns out you didn't know something you though you did, happens to everyone, laugh about it.
2 - Remove things from the game if you don't want them
Pretending they are well and good while hating them is not going to do anybody any good. In the case of science in the SUE file it led to an infinite circle of producing and denying evidence, instead of finding a different approach to the problem and moving the game forward.
3 - Clarity & Consistency
Very few GMs will bring things to the level of "Quantum Trees" or actively obfuscate basic information from the players. But that extreme highlights the importance of getting information across to the players effectively. Make sure everyone has a clear idea of what is going on in the world, what is around them and what the rules are.
4 - PCs are the hero's
Not your NPCs, not even if the story you have is that cool and meaningful. The GM can and should still have interesting NPCs but don't upstage the PCs. As a PC do not upstage the other PCs, everyone should have their time in the spotlight.
5 - "Yes, and..." / "Yes, but..."
Or don't shut down ideas. Even if the idea is "too good" or something give it to them, make it hard to accomplish if you must but not harder, or even as hard as the original task. They put work into creating that idea, why shouldn't it progress them towards their goals? OK sometimes they have genuinely bad ideas, but still if they must fail let failure be entertaining.
6 - Avoid Self-Inserts
Now there are good characters and bad characters, but nothing will turn a character into a powder keg like it being basically you. There are ways to do this, but don't take it too seriously, don't try to be too accurate and you should probably be very comfortable with the group.
7 - Throw realism out
OK, not in every case. But usually realism is not a good thing in games. The SUE (System that Undermines Everything) skill system was often justified as being realistic. Whether it is or not is a moot point compared to the simple fact it is not fun.
8 - Be careful around sensitive topics
Even if it is in game, there are some grounds that should be tread very lightly. Whether it be politics, religion or sexual assault if anyone involved is uncomfortable with the topic, just don't go there.
9 - Oh, that is what a Mary Sue is
This is not a big one for most people, but I didn't really know what a Mary Sue was when I started my first read through. So now I know and regularly check my "at risk" characters for encroaching Sue-ness.
10 - Players and the GM should work together
Now this seems to be the cornerstone of any bad GM story (and a number of bad player stories) if you needed one more example of why battling it out on the field of the game is a bad idea, there it is.
11 - Bad things can be awesome
But don't pretend they are good. This isn't really some great moral lesson but if here is a train wreck of a campaign that I would not wish on any one, yet I read about it, had a great time and will always be thankful to its creators for putting it together.
12 - More Spiral Power
Now I have never actually scene the source that the got Spiral Power from, it would have to be pretty awesome to beat out the anti-Sue force. If More Spiral Power doesn't solve your problem than try Even More Spiral Power. For best results, was it down with Henderson Blend Coffee and a side of Foraged Cheese.
So, that is what I learned from the SUE Files. I suppose this is my belated thank-you to those who actually had to go through all of this to create the SUE Files. Make of it what you will.
I believe Dark Orchid is #7D1B7E, I had to figure out that one myself.