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