Sabledrake Magazine

July, 2000

 

Cover Page

 

Feature Articles

     Audra Daine

     Orcs for the Interlock System

     A Gift in Parting

     10-Step Guide for Evil GMs

     Changeling Seed, Chapter 7

     A King for Hothar, Part VII

          

 

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     Just Add Dice

     GM Tips

     Vecna's Eye

     It Came from the SlushPile

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     Sincerest Flattery

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Serial Fiction

     Changeling Seed

     A King for Hothar

 

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10-STEP GUIDE FOR EVIL GAME MASTERS

by Warpmind de InzanE

 

 

#1: The GM is always right. The GM is God. The GM makes all the laws in the lands. Remember this, and the players are at your mercy.

#2: Should the GM be mistaken, rule #1 still applies. Any who object will suffer appropriate death. Preferably something humiliating.

#3: If the GM is creating his own world for the game, the GM should first read the "If I ever become an evil overlord" list or any equivilent list. Don't give the players any unnecessary help.

#4: Plain-looking golden rings that make the wearer invisible is fun. Remember Tolkien?

#5: If they split up, giggle insanely.

#6: If they enter a room without checking the door for traps, grin wickedly.

#7: The Gods love the heroes. But, it is also true that most of them enjoy a good laugh... at the cost of mortals. Potential, potential...

#8: Start looking bored... that'll keep'em on their toes.

#9: Players should never meddle with the affairs of dragons, for players can be tasty and crunchy with a little ketchup...

#10: Having gotten this far, it is time to don the kevlar vest. Of course, considering the fact that you are dealing with wimpy roleplayers here, the risk of them actually being able to hold a weapon is extremely small. Then again, there's always that one percentage...

 

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