GM Mouthpieces

From DoctorCthulhupunk

GM MOUTHPIECES

Thanks for the structuring tips, Lee. It made this easier to write. Note that the guidelines below do not apply universally. Your mileage may vary.

Things to do:

1. Make it clear when an NPC is speaking in GM mouthpiece mode.

2. Supplement NPC-to-PC communication with direct, out of character statements as GM-to-players--i.e., communicate with your players.

Naomi has said things like, "When Michelle says something about what God wants, you can trust her," and "Pantheus has just told you that what you're trying won't work." This is important because the NPC words were not enough. In Pantheus' case, all he said was "You people are crazier than I am." This is not an unambiguous GM mouthpiece statement. Why was Naomi not clearer? Why did we not know that Pantheus and Michelle were GM mouthpieces? See below.

3. It is usually better if GM mouthpiece characters aren't limited to that function. There should be few pure mouthpiece NPCs; most should be more developed characters.

Note that following this rule make it harder to follow rule 1. This is why it is important to follow rule 2.

Things to avoid:

1. Confusing your players.

My decision on how Justin would handle a vacation in San Francisco was based not on what the PC would do but on my confusion about who, including the GM herself, was the GM mouthpiece. No major harm done, but confusing.

2. Expecting your players to read your mind.

Do not assume that what is blindingly obviously to you is at all apparent to your players. This is true even when you think you have stated it clearly in GM mouthpiece mode. This includes the fact that you are speaking in GM mouthpiece mode.

3. Contradicting information given in GM mouthpiece mode.

If you absolutely have to do this, as I wound up doing at the climax of cthpk, tell your players very clearly. If the problem is your memory, take notes or, as in Altclair, have one of your players do so.

Unfavorite GM Mouthpieces

No specific case comes to mind. One type I despise is the mouthpiece who knows everything, is supercompetent, makes PCs and players alike feel stupid and incompetent, and can do whatever the PCs are doing better than they can. Come to think of it, these are traits to avoid in NPCs in general.

Favorite GM Mouthpieces

I prefer ones with personality. Even a cliched personality is better than none, but when making oddball/annoying mouthpiece NPCs, make sure that, even if they get on the PCs' nerves, they don't get on the players' nerves. Again, this is good general advice for all NPCs, not just mouthpieces.

In Matt's pulpgame, I like the editor of The Sentinel, the rival paper to The Comet. I forget the NPC's name, and he's quiet and classy, almost pure GM mouthpiece.

In Altclair, I think Sarah Lacey is my favorite mouthpiece, though I don't know if Naomi would think of her as such. This is for the same reason I like her: She's a well-rounded, complex character who puts plots of her own, not always benevolent into effect. At the same time, for all her danger, mystery, and mischief, she is a very reliable source of information. After the most recent session, I realized that, over two emotionally grueling quarters for Justin, Sarah was the one person who consistently communicated clearly and unambiguously with him. This had advantages for her: While other folks were often frustrated by Justin's actions and behavior, she was consistently able to get whatever she wanted from him. Sarah does occasionally suffer from the supercompetent syndrome, but this is mitigated by her personality, the fact that she does make mistakes, and the fact that Naomi recently put Sarah through some interesting changes.

In cthpk, I've enjoyed playing Daryl, a reliable mouthpiece with personality, power, and several psychological problems and other weaknesses.