Allright /tg/, I'm a first time GM who's never even played a paper and pen game before and i want to run a MAGOS DEL TIEMPOS game. I've had a single friend over to try the system and I like it, but I just have a few question.
-Should I write out what happens in the characters lives before we start, or just make it up as I go along?
-Who decides how the players look?
-How the fuck do I plan a campaign?
-Where can I find the YES/NOPE cards?
-How do I decide if a players magik is feasible?
>>51501173
>-Should I write out what happens in the characters lives before we start, or just make it up as I go along?
Up to the players what their characters backstories and motivations are
>-Who decides how the players look?
Up to the players
>-How the fuck do I plan a campaign?
Like playing jazz, have few flexible ideas
>-Where can I find the YES/NOPE cards?
What do you need them for exactly?
>-How do I decide if a players magik is feasible?
No idea, never heard of your system before
>>51501708
>Up to the players what their characters backstories and motivations are
So when I'm describing the week where they choose their powers from, do I get them to tell me about their character beforehand?
>What do you need them for exactly?
uhhhhh....... they tell you how your 'spell' works.
>No idea, never heard of your system before
You mean my personal system or TIME WIZARDS? Because all I mean is how do I decide if a player is just pushing the limits?
>>51501173
What the hell is this?
>>51501708
Probably shouldn't give input on a system you haven't heard of before
>>51501173
>-Should I write out what happens in the characters lives before we start, or just make it up as I go along?
You can write it out if you want, I usually just let my players pick a time, but most of my games are pretty spur the moment.
>-Who decides how the players look?
Up to the players
>-How the fuck do I plan a campaign?
Like playing noise rock. Really, anything goes, and because the GM can change at any moment, don't get too hung up on it. Come up with a general plot to drop them into, and be prepared to improvise literally everything. This doesn't play like a traditional RPG, so none of those tips will help
>-Where can I find the YES/NOPE cards?
Print them or hand write them. One of the books has some in the back I think.
>-How do I decide if a players magik is feasible?
If it's funny. Really, the point of this game is to be stupid, not to tell a coherent story. As long as everyone is laughing, you're doing alright. Don't worry about someone being overpowered, you're playing Time Wizards.
I will say, Time Wizards is an odd choice for a first time GM, but there's nothing wrong with it. Play it more like an improv show, and less like D&D
>>51501926
>>51501708
I can't believe there's people on /tg/ who haven't heard of time wizards. I've got a PDF of the cards for ya OP, I'm gonna drop this and the classic rules as well for the newbies.