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No. 2571
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If you wanted people to kill, putting an arbitrary kill limit up was not very encouraging. Even if you didn't want a TPK, forcing the plot along the way you did was unfair to everyone who wanted to develop their characters at all. Some of us are busy during the day, so just suddenly deciding "lol time's up, let's advance the plot" without even giving people at least 12 hours notice is bad GMing.
Not informing us that there had already been a murder was not nice at all. If somebody was already dead, we didn't need the whole 'incentive' thing to try and kill each other (and it wasn't that great an incentive; try something more direct next time, like "no food until somebody dies"). The entire theater scene was a great big bunch of nothing done for no reason at all. Yes, it was technically a suicide, but apparently it still counted for the arbitrary "one murderer per session" thing. If someone is dead or dying, we should have a chance to find them first, and we didn't get that. We weren't even allowed to peek into Thomas' room to see if Kaiji was there. You have to have some kind of coherent structure to this. If you don't already, work it out with the other GMs.
Speaking of, you have other GMs for a reason. Before you do something, or say something that might give stuff away, or make a decision, you need to talk it over with them. From what I recall, most of the decisions regarded as bad or annoying in Skype were things that the other GMs were telling you not to do. I don't want to say you're a bad GM, but you're impulsive and tend to do your own thing in spite of being warned not to. To avoid such mistakes, I implore you, please talk it over with the others and listen to what they have to say. They're trying to keep the game fun for everybody. The lack of descriptions thing was also pretty bad during the trial, so get what you're saying proofread.
Anyway, I had fun, but yeah, needs more structure.
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