Wednesday, 23 March 2011

Don't Rest Your GM Head

I'm working out which games to personally run at Auscon next month and am considering my beloved Don't Rest Your Head. While listening to Narrative Control episode 61, I realised that when I GM that game, I have an unarticulated goal to drive one of the characters to lose all Discipline.

To do that, I need to force them to use Madness as often as possible and this goes against some advice I'd used from Fred Hicks about running DRYH at a convention. He suggested that characters should start with a couple of points of Exhaustion. I've done this a few times but what I find is that it's then harder to convince players to bring the Madness, without a succession of high Pain challenges. It does, however, bring them to Crash much sooner and that takes the game in a different direction.

So, dear reader, I want some more advice from you about how you run DRYH. What's your GM tip for the game, especially for convention play?
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