Anti*World
The GM
AGENDA:
-Make the world seem contrived
-Make the players’ characters lives miserable
-Decide what is to happen, then play it out
ALWAYS SAY:
-Whatever you like, never mind the rules and all that nonsense
-What guile and treachery demand
PRINCIPLES:
-Never, ever, bloody anything, ever
-Talk to the players, not the characters
-Move directly and with great obviousness
-Your NPCs are precious, guard them jealously
-Noone and nowhere has a name, nor any distinguishing characteristics
-Ignore any questions, treat the players input with contempt
-Never explain, never apologise
-Nothing the players’ characters do has any real consequence
-Hate the players’ characters to the depth of your soul
-Only you can make decisions
-Do them slowly
Only the GM rolls dice in Anti-World. Every time a player character has the temerity to do something, roll 2d6. On a 1-5, the lucky bastards pull it off. On a 6-9, nothing happens. On a 10-12, they fail and suffer the consequences. On a 13+, oh man, it’s hosing time!
The players’ characters have five stats that modify your rolls. They are Hysterical, Feeble, Odious, Stupid and Common.
Source: http://story-games.com/forums/discussion/17726/antiworld
Marco Andreetto and Manuela Soriani : this list of “(evil) GM™ principles” may be what we needed for our secret parody project…
It’s fantastic!!!!
The opposite of a profound truth is another profound truth.
I’ve played this game. It’s surprisingly popular.
in italy we call this game “parpuzio”
“Parpuzio” actually has fewer rules and no principles… which leads, of course, to these principles in some people’s mind. >_<