Gamemaster Tips

Setting a non-combat scene in your Roleplaying Game

How do you keep your players from causing problems with the NPCs? 

One of the problems I hear gamemasters complain about all the times is the players being mischievous during non-combat scenes. Your mage starts to cast obvious spells to impress the court wizard. The barbarian will most likely scratch themselves or belch loudly. Lets not even talk about what the thief is going to do in the king's courtroom. Is it a role-playing game after all right? The players should be able to do whatever they want because they can. But what happens if that does not help the story move forward. This article is for those Gamemasters to make non-combat scene easier to run. 

Why do we have non-combat scenes in RPGs? 

The first thing you need to ask yourself as the gamemaster is "What am I trying to achieve in this scene?" Many gamemasters never ask that question I myself included till a few years ago. Have you ever watched a badly edited film where there are scenes that make no sense at all? Why was going to the corner store and picking up milk important in the middle of the movie important? In a role-playing game, every moment should be important. That could be as simple as "I would like the players to flesh out their characters more" or "I want them to have the chance to be suspicious of the NPC Mage who is really working for the Dark King". The important part as a GM is that you know what that reason is. You may want to tell your players or maybe not tell them anything. If you can't think of a reason maybe it's a good idea to skip that part of the game. 

How to set expectations with your RPG Party

It may not seem like it but in the Zapperburger Episode of Star-Fall  I had told The Fifth Crew what I had expected from them. They went into the game knowing that they were going to be in a non-combat situation and should not cause any trouble. The result was just as fun as the players used the fast food restaurant as a way to explore their characters more. 

The exact mission goals may be obfuscated but the fact they are looking for something and causing problems would be a bad idea is the key to making this work. 

How to keep your Pranksters and Murderhobos happy while everyone else is Roleplaying

Thieves, pranksters & Murderhobos are often the key problems in scenes like this. One of the techniques that I use is allowing a knowledge role with a huge bonus "Due to their expertise". If they roll anything even close to decent (Did I mention huge bonus to the Dice roll) you inform the player that their character is smart enough to not cause problems in this area. you can find all kinds of reasons for the character to not want to do anything stupid. By making it the characters idea the player (and it being something that makes them look good or an expert) they are less likely to cause problems during the scene with the king. 

 Keeping the Thieves at bay 

  • You noticed the King has an alarm spell on everything only an amateur would try to steal anything from this room. 
  • You notice a bit of writing in "Thieves Cant" warning you that stealing anything is a trap ... all the real goods are hidden elsewhere
  • You notice your old instructor working as a consultant for the king. They give you a gesture of "Back off .. we will talk later"  

Reasons for the murderhobos to be not murderous 

  • You notice a hidden guard ready to snipe you at any second if you get too close 
  • You recognize one of the guards .. You have seen them fight. You know you are no match for them

Reasons to keep the prankster at bay 

  • You know this is the one time you should behave yourself. 
  • Before entering the room you overhear the guards talking about the last person who played a prank in this room 
  • The King has learned of your pranks and comments on it... best be nice here 

Using the Stick to keep Player Characters in line 

Using some of the examples above of coming up with something very creative. This is a great time to use natural consequences as a big stick to keep the mischievous players at bay. Truth be told I'm not one of those GMs that feels like you have to punish your players (Really unhealthy mindset for some people) but I am a firm believer of "natural consequences" This is where the logical progression of an action happens. Such as you try to steal from the King and you are going to end up at the end of a hangman's noose. It's very important to give all the warnings as possible to prevent the character from doing anything that would be stupid. However, if they keep along the path and you have provided many warnings to allow them to get into trouble. This does not mean that they have to DIE. But it does mean that they may end up spending some time in the dungeon with an unpleasant cellmate till the bard is able to talk the king into letting them go. 

Using the Carrot to keep everyone happy 

Now for some players, you need to know their motivations. Having a social interaction where the player knows they are going to get something out of it is a major motivator to behave. This does not mean that you should allow the barbarian with a CHA score of 4 do all the negotiations. However, letting the Theif know that having an important patron like the king is worth more than anything they could take from the throne room. Letting the players know in advance the advantages of a successful or at least not a failed social interaction will keep the pranksters at bay. 

Listening to your players because it's not about the Gamemaster 

 Sometimes the gamemaster has a great idea but the players are not going to think that it is fun. There was once a game where I tried to run a social heavy module for my friend's 10-year-old son and six friends. (WHo all had names like Wolf Shadow. Blood Shadow. Shadow blood wolf) and headbands with swords in them... Ummm yeah .. this is not the kind of game where a political debate between the ork captain and the king of the elves is going to be appreciated. 

As a Gamemaster your first responsibility is to your players. so Find out what they want to do. If you have a party of five muderhobos. Then give them something that murderhobos will like. By asking the players what kind of game they want to play does not diminish your creativity at all. But it does set the expectations for what kind of game should be played. I personally go and find players that fit the game and not the other way around. Though if they are already at my table it's my job to make sure they all have fun.

 

The most counterintuitive thing you can do as a Gamemaster

What is the most counterintuitive thing you can do as a gamemaster? 

Aks for Permission? 

What? As a GM aren't you supposed to be in charge? Maybe if this was still the 80s where the general concept was GM vs Players. But these days the players are asking for more than just cool stats on their character sheet. They want a good story. Well, part of that is creating a few situations that may require some permission. It sounds odd but let me set the scene for you if that is ok? 

Player Agency 

I'm thinking it was Monte Cook who said that its not a good idea to capture the party because they will all lose their player Agency. And I agree with this. There is nothing worse than having the feeling that your character has been stripped away from you. Be that Death, Mind control or having the party captured. (TPK is the worst by the way). We get really invested in our characters and in our head, we are always running some kind of scenario where we are the actual hero of the story,(and the rest of the party including the Paladin are your sidekicks). So anything that disrupts that destroys the fun. The moment that the players are not having fun the Gamemaster has failed at their job. So how do you do these tricky situations without destroying the fun of the game? You get permission.  

Getting permission

One of the things that I have tried is asking the players for permission to capture them. I told the players in advance.

"In this scene, you will all be captured. I'm going to offer you some extra XP for making it a good fight.... don't worry you will get all your stuff back at some point but this will be fun"

Now conventional wisdom would say that the party would not have any fun knowing the outcome of the scene. If that was the case why do we watch the same film more than once? It's not the outcome but the journey that really matters. By telling the players that is what they can expect (and asking for permission) the players are still in control. Not to mention that the players also have more trust in you as a gamemaster. As for the fun. In my experiment with this technique the players really overacted the moments of falling to almost death and being captured. 

Enrolling the Players in your plot 

This is actually an old technique. Where you take a player aside and let them know they have been mind controlled and asking them to play the part correctly without telling the other players. But if you were to just tell the player across the table "You have been mind controlled"  you have a chance of making the player uncomfortable.  This makes the player actually a co-gamemaster. What I am suggesting is that you do the same sort of thing in a larger scale. By making the players part of the plot vs having the plot being something that is done to them it ensures the player agency. 

What if the players tell the GM no? 

If you are going to ask for permission you should really make sure that you stick with their answer even if you do not like it. There is nothing worse than losing the trust of your players. I recommend that if you are going to be setting a scene that requires permission that you have some kind of backup plan just in case. Something that may be more standard sort of plot device. 

It works for all kinds of stuff. 

  • Mind control 
  • Having something stolen from a player character 
  • Being captured 
  • Death 
  • Betrayal in the party 

It's amazing what you can get away with if you ask for permission first. 

 

 

How to make an RPG Podcast

How to start your own Actual Play RPG Podcast

How to make an RPG Podcast

So you want to start an RPG actual play podcast? 

Great idea!! Rpg podcasts are really hot right now.  just think of the story your party can tell about evil wizards and warrior maidens !!! Podcast and RPGs are a lot of fun to make!! So what are you waiting for? This article will point out some things you can expect from this process. At the bottom of this article, I have a list of tips on being an RPG Podcast producer

Have a great concept for your podcast

Just like running a game of Dungeons and Dragons, A podcast takes a little bit of prep. Some Gamemasters plan out every single detail. Some fly by the seat of their pants. Or if you are like me its a little of both. Podcasting is very similar. I know more than one podcast where every word is scripted like a play or a movie. Others will be recorded chaos. whatever you decide to do you are going to need a great concept.

You are going to hear me say this a few times "Content is King" The stronger your content the more listeners you will keep. (Getting the listeners in a different story) Make sure your idea stands out. having the DM Run another Dungeon Crawl from that module from the 80s will only go so far (That and there may be copyright issues) Have a Unique idea that is all yours.

By the way, the whole "Getting Drunk and playing D&D has been done a lot so if you are going to go that route bring something more to the show than vodka 

Hosting your RPG Actual Play Podcast 

There are all kinds of hosting companies. You could code your own RSS feed but I found that paying a hosting company who specialises in podcasts works best. I am a fan of Libsyn. They are easy to use hand do a lot with your RSS feed that would take me forever to code myself. Oh and their customer service Rocks (They do not pay me I am just a happy customer) 

It takes time to edit the show  

Some people think we just hit record then publish. There is a ton of editing to do. I figure that my podcast takes 5 hours production for every hour of published content.(You can reduce that ratio by practice or good planning ) I highly recommend that you set aside some time to work a little bit every week. Personally, I'm up at 5 AM every day before work, doing something for the show.

How long should an RPG Actual Play Podcast Be? 

it's easy to have a game session take four to six hours in one session. However, your listener is not going to stay listening to that long. I have already done the research for you. My listeners want between 30 Min to an hour per episode. This means that a single game night we an get anywhere from two to three episodes. (We remove a lot of content) 

But do not take my word for it .. .ask your listeners to do a poll on twitter. 

You don't need an expensive microphone or software.

I know I know, you need to kit out your game studio like a 7th Level Palidin on a shopping spree. But don't fall for that.
I have been podcasting for a very long time. I know more than one podcaster that is all about the whiz-bang microphone and top end studio software, And yet their show is not any fun. It is better to have great content and crappy equipment than to have spent all the money so your crappy show is a very good sounding pile of shit.

Say it with me "Content is King/Queen"

The first season of Star-Fall was recorded on my phone. Yah that is right my phone. The sound quality is not horrible and its portable. Get your show going then work on upgrading.

Here is some Free/Cheap software to help with the editing

Garageband (OSX comes on every mac)
Audacity (Free and Cross-platform)
Ardour (Cross-Platform Pay what you want)

Pro-tip : Youtube has video lessions on all the software above. 

Rpg Podcast is not an overnight success

Unless you have a HUGE budget to advertise before you even publish forget about the concept of being an overnight success. Podcasting is not a sprint. Or a Jog or even a hike. it's more of a long journey where you are not sure where the castle is located. It's about the random encounters along the way and having fun. It's far too common for a podcaster to start up something and notice they only have 10 downloads for their first episode and give up. It takes time. As long as your notice your downloads slowly growing you are doing fine.

Copyright is not your friend unless you are the creator

So by now, you should know that you should not be playing your favourite music in the background when recording a game. There are a few other IP issues you should be aware of before you hit record. Such as much as your rules lawyer player wants to read the spellcasting rules for Shadowrun 4th Edition out loud to prove a point. Unless you want to talk to real lawyers with a real lawsuit DONT!! Edit that out!! The text in the rules are copyrighted and you should avoid it like a first level cleric avoids a Black Dragon.

Artwork.

As an artist, I get Real angry if someone uses my artwork without a pre-arranged contract or permission. This is not better to ask for forgiveness scenario. If you need artwork for your game look up public domain images and try your hand at photoshop or contact an artist to do it for you (Hint Hint)

Trademark.

Putting the famous logo of your favourite game on your website has some serious potential for lawsuits. It implies they are endorsing you when they are not. A company MUST defend their trademark like a dragon guards a hoard. They have no choice but to contact their lawyers to deliver the legal smackdown on you. They are not being evil its just the rules 

Useful Links 

Public Domain music

RPG Clip Art 

Hire an artist 

 

how to make money with a podcast

How to get paid for your RPG podcast

How do you like the idea of being paid to be a gamemaster? Being a gamemaster or running a podcast is hard work. Why should we not get paid? There are a few ways to get paid my Favorite is Patreon. This service allows your listeners to subscribe to your show. This has been very good for us as it keeps our show up and running, At the time of writing this we make double what it costs to make the show. The rest go for Pizza and beer for the cast (And computer upgrades) 

downloads wordmark white on coral 

RPG Podcasting Tips you are not going to find in any book.

have a backup recorder. RPGs are very impromptu if your mic dies for some reason you are never going to be able to have that moment again. Use your phone recorder as a backup recording device.

Get involved with the RPG podcasting community. Other podcasts are NOT your competition they are your allies. A show that does the same kind of show as you have listeners that would love your show. Reach out say Hi.. most are willing to help. That said ... help other podcasters!

Contribute don't Distribute.
If you are on twitter do more than post links to your show .. talk about RPGs as a whole. Get into conversations with other podcasters and RPG lovers about their games. if you must have a formula for this a good ratio is 10 RPG tweets for every one link to your show.

Record 5-10 Episodes before publishing
It's really hard to keep up with the publishing schedule. If you get behind you are going to lose listeners. We did not do this and I'm busting my ass even with an assistant editor (Who ROCKS BY THE WAY )to not fall behind. It's not uncommon to have an entire season ready to go before publishing.

You may have quiet fans
Just the other day I was thinking that nobody cared about my show when someone random at work told me they loved the show. So fans may not reach out to you.

Figure out if you are going to be Clean or Explicit and stick with it. Explicit has a limited range vs Clean. But clean is more work because you have to edit out the cursing or get everyone really good at not cursing in the first place.

The GM should not be the one controlling the recording equipment. This took me a while to get. WOW does it make a big difference to the game as a whole to let someone else control the microphone
. Now I can focus on being a good gamemaster and not a sound tech.

Fun anymore Rule If you re making no money whatsoever. but you are having fun!!! Then keep going. The moment this becomes a job stop. Your listeners can tell.  

Things I learned by producing an RPG actual play Podcast

Gamemaster tips from a podcaster

Things I learned Gamemastering an actual play.

You would think that someone who has been running the same game for over 20 years would know everything there is to know about being a gamemaster. However, it turns out I have learned more about running a game in the last six months of running an actual play podcast than all the years before. Maybe the fact I was learning how to podcast opened up my mind to the lessons I have been ignoring previously. Or it could be that there are some actual differences.

Looking at gamemastering differently

Partly one of the reasons why I think my perspective was changed was because I was looking from a standpoint of entertaining the listener and not just the players at the table. So when faced with this puzzle I had to find new ways of talking to the players to achieve this goal. How can I balance making the players happy and the listeners? Truth is it's not all that hard you just have to see things slightly differently.

Many of the tips I'm going to put before you today will apply to your Dungeons and Dragons, Pathfinder or even Numenera game.

One of the key things that I have noticed Is I am starting to look at everything like I am writing a TV show and not a Scifi RPG Game. THere are a few things that I have noticed in while trying to produce Star-Fall

 

Setting Soft goals


"OK, folks we are going to run a game that will be fun to listen to" basically because everyone is on the same page the players going into the project know what to expect. This makes direction a lot easier. More than once we have made a choice to do something because it "Sounds better". These are called soft goals because it does not go into the mission details of the actual adventure. 

Its ok to let the players know what is going to happen.
This one seems counter-intuitive for more gamemasters. We tend to want to hide everything from our players and let them experience everything first hand. But what happens if you don't want a battle? What happens if the scene is to be diplomacy.

Set Roleplaying goals

Perhaps the same as soft goals but you need not mention these to the players. (or you might) 
These goals are to highlight parts of the characters skills, personality or concept. Such as in season two I have the following goals. These need not happen all in the same game night. Sometimes the adventure just will not allow it. 

  • Have an argument between Dave and Terry 
  • Dave gets to use his tattoo in full effect
  • Reza gets to perform surgery
  • Lava gets to con and NPC out of something valuable
  • Arkady gets to teach the turbo weasel a new trick
  • Each player gets a highlighted combat

These goals are designed to give each of the players a spotlight. This does a few things. Each of the players gets a chance to be a hero (like in the Avengers ) and it also helps build the story. We also have some dominant personalities in the group who need to take the backseat now and the. This helps determine who is in the driver seat so to speak

Season one Episode four of Star-Fall the player characters were on a campout. I told the players a week in advance that is what would happen.
-There will be no combat
-Think about a question you might ask another character

The result was an awesome episode of roleplaying that the players really enjoyed. You might want to use this in your games where you tell everyone that they are going to be meeting the king and all the characters know its a bad idea to cause problems. (For those prankster characters). Inform them this in advance "How would your character impress the king with your diplomacy or not screw up the diplomacy for another player "

Its ok to re-do a scene

Now and then I put on my director hat setting aside my Gamemaster role. A Player would describe some action. I would stop them and suggest a better way of saying that. (We edit out the previous action from the podcast) the die roll stays the same but the description of what happens is better

Chatting in bar good, battle bad

It seems that the entertainment of others is the reverse of some players. I personally love a long drawn out battle as a player because it gives me the chance to really work out my strategy. However, a battle that lasts longer than 1O min in a podcast puts me to sleep. (Exception is if the players are very descriptive) Whereas a conversation between a wizard and a barbarian on the best way to serve elk meat in character I can listen to all day.

Something to consider is to edit out a lot of the "Missed attacks" or ideas that did not pan out. You can bring a two hour battle to about 15-20 mins. much easier to listen to. Stays exciting. But make sure you let the players know that you are doing that. 

Season one of Star-Fall there is an entire show done in a Zapperburger restaurant. like above I told the players that they are safe and I would not throw in a random encounter. A ton of character development happened during that time.

Lots of edits

I tend to do a lot of editing of content when producing an RPG Actual Play Podcast. Many of the edits are "wrong turns" Often Imp will come up with great ideas that do not pan out. Such as "I contact Glipcore to see if they know anything". In that case, the company had no idea what as going on. So unless the wrong turn adds to the world building I edit it out. I will also keep clips that are funny.

example of a wrong turn I kept in " I go through the life support to connect to the coms to see if I can listen in to what is going on." My reply was "That does not work because the systems are not connected as confederate ships are paranoid about Artificial intelligence taking over the ship"

This adds to the world of Star-Fall. So keep it in.

Trust your players

Jade who players Lava is amazing at creating subplots. Everything from the Dave drinking all her Warmedian Whiskey to Turbo destroying her Sewing machine. I welcome these during the game especially when we are not in combat or an interaction with an NPC

Asking the players to be co-directors for the RPG podcast

Now and then I ask the players to give me suggestions of what they would want to see in the next game or season. They come up with some amazing ideas. They are also good at pointing out where we need to make the show better. I take this all onboard. I don't use all of it but I listen

Sex and consent at the RPG Table

I was sitting pacing back in forth like I do when I gamemaster. The new player stated he wanted his character class to be a space consort. A quick scan of the table told me this was a good idea. This was the moment I knew there was going to be an explicit tag on our show.

So let's start off with some background. Nobody at the game table is in any shape or form a prude. I myself have worked as a body painter in two different countries with clients involving strip clubs and Ummm err private parties. That said I’m very clear there are a time and place for sex and nudity. I am the first to say the Game Table most of the time is not the place.

I have been gamemastering for over 30 years. I can count the number of times where a sex scene was appropriate on one hand. I also have to say that not every one of those times went as smoothly as the one in the last episode of Star-Fall.

What could go wrong? It's just an RPG Game, right? 

These days there is a lot of debate about safe spaces and the game table. Some feel this is a place where the only rules should be in the book and you can say anything you want. A growing number of people (I am one of them) feel that the game table needs to be an inclusive and diverse place where everyone feels safe to be who they are. ( So long as it does not make another feel overtly uncomfortable….don’t be a sexist ass at the table please )

Sex is one of those topics that can go bad very quickly. It's not safe to assume that everyone at the table has the same tolerance for the topic of sex at the table. Myself it's contextual. 10 years ago when my daughter was young. Bringing up the topic of sex, rape or incest at the table even as dark humor was enough to call my wrath (assuming my wife did not slice you to pieces first). The point is that you need to be careful. Every joke is a possible social mistake that cannot be undone.

So how do you navigate this difficult topic without being labeled “That creepy guy”. Here are a few tips. (at the end I will tell you how that worked out in “Star-Fall” )

Get consent first!

You will be amazed at what you can get away with if you ask permission first. I know there are a few of you that are thinking “I don’t need to have consent do that … its silly” put down your AR-15 and listen. Its a simple thing by asking if its ok if “This next scene has sexual content … is everyone ok with that?” if nothing else you will gain the respect of everyone at the table for asking. If one person says no ... then NO ... this is not a vote. You push forward because one person said no and not only will you make that one person uncomfortable to the point that you could lose them as a player but anyone who sympathizes with them. I have seen games die because of this. So do the right thing and get consent. 

Is the Sex Scene really needed?

If you want to have the badge creepy guy of the year throw in something sexual in the middle of a dungeon crawl for no reason whatsoever. There needs to be context. In the last episode of Star-Fall, it was Eight episodes before the space prostitute actually had sex with someone. Why because it was not appropriate. Think do I really need to have a nude guard here? What value does it add to the story?

No value = No scene

 

Fade to black

We do not need to know the details. Keep the intense details for the writing of erotic fiction. Even James bond films fade to black. Going into details of a sex scene during a game is creepy. (We are assuming that this was not a game of Dungeons and Bondage). If you have consent from all the players before the game even starts (it's too late otherwise) avoid going into details at all cost. 

I have encountered games where two players were started to flirt with their characters as avatars. (That is fine) however, we wished they took their dice and got a room because nobody else wanted to hear about it. At the time we were too polite to mention it. Buy years later we are still teasing them about it. DO BE THEM! 

Triggers? Do the right thing and avoid these traps 

There are some topics that should be avoided. I happen to know that more than one of my players were sexually assaulted at a younger age. Rape & Molestation are off the table for any reason. To bring up those topics during the game is an instant reason to stop the game and maybe even kick a player out. So we avoid the topic altogether. Once again this is supposed to be a place where everyone is having fun. Opening up old wounds at the table is just a bad idea. Be a good human being and find out what triggers there might be.

Have fun ...as long as everyone is having fun

You should always be scanning the table to make sure that the joke about the hooker with four tits was not done to death. Just because something is funny now does not mean it's going to stay that way in ten minutes. I’m not saying don’t have fun but don’t be telling adult jokes at a daycare center.

The GM should never ask for a roll

First, it’s just bad gamemastering. It's Shoe stinging the players. (The act of requiring a roll for every simple thing like tying your shoes) . If you are going to have a sex in one of your games the players should ALWAYS Be in control of their character. Even if there is a reason why they should not. (Ask the player in advance if needed … such as spells or mind control drugs… Hey there is a scene where your character might be under the influence of ____ and it will have your character do sexual things … is that ok? ) The moment a player feels like they cannot control their own character even with the most innocent of things you may lose them as a player. Don’t even think of trying this with sexual content.

Check-in and Say something 

Even if you are not the GM. Don't assume that the GM has everything under control. Take a look at the other players and make sure they are having fun. Just because someone is quiet does not mean they are having fun. Be the champion and check in when nobody is looking. "Hey, that last scene seemed to bother you are you ok ?" Then say something about it!! Stop the game if need be. 

It's also ok for you to Say it's not ok for you! You do not need to tough out anything that is not comfortable. 

 

Example Time

Star-Fall

Terry is a space male escort who is going through some personal growth as his home planet was just invaded by an oppressive religion. This does bring up some a lot of judgment calls.

* All the players know that he is playing a “Space consort*
*All the players are adults (Why this has to be said is sad)
*Gav the player never goes into detail about what he is doing. It’s always insinuated.
*Gav never attempts to have his character have sex with the other player characters (Note the scene with Lava … She was the aggressor)
* Even the part where the two players characters were “Rolling for skills” the details were left to the imagination.
* Gav character is more about his relationship with his father than his occupation. The occupation seems to be more of a vehicle where character growth can happen. So basically here is this character class that is all about sex and the player never talks about it other than his tagline “If you pay me”

 

Episode Eight "Get Skrupped!"

 

$1.00 each Deleted Scene Episode Eight Terry and Lava Zero G Sex

Terry and Lava have a scene together where negotiations for passage out of the system require Terry's special skills. 

This is a Sex Scene .. however not something that you would find overly sexual.. though its very funny! Listener discretion is advised  

All money received  from this go to upgrading our equipment 

 

We also have a deleted scene where the players had a lot of fun roleplaying in this scene. It's not very SEXY per say. but its a good example .. This scene is available to the Patreon backers for free. 

How things have gone wrong in the past.

Wrong word
So a long time ago I had a game group where one of the players was playing a tech. We got along just fine both inside and outside of the game. as the GM gave the player a new workshop. When the character walked into the workshop I had made the mistake of using the phrase. “This workshop is so awesome you almost had an orgasm looking at it”. I say this was a mistake because the players face changed from laughing to a forced smile. She never played again in my group.

Creepy Guy
So I was a player in a group. My Raccoon shaman (Shadowrun 3rd ed) was invited to go to this club. And things got creepy really quick. The GM without the consent of the table pointed out that at the club there was a room that we needed to walk through where people were having an orgy. He went into great detail with this and then attempted to get our characters to join even to the point of requiring Willpower rolls. I wish that was where the creepy part ended … let's just say even with making my rolls I never played with this guy again.

In closing 

There is nothing wrong with a sex scene at the table. Just be sure you are not going to make players or the GM uncomfortable while doing so. 

 

 

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