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AG
a & g

Fri

Jun 22
2001

02:38

Helping aspiring GMs

on 6/22/01 12:28 AM, Joel Arellano at joelarellano@hotmail.com wrote:
 
> One of my players has approached me about game-mastering her own games.
> She's never game-mastered before, so I don't know what to tell her. I shared
> some of my experiences and am willing to play in some "trial games" with her
> and another experienced GM.
> 
> Any additional advice I can give her?

(avec snipping)

    Well, she's played before, so that's good. Some day I hope to write an
actual full length book on this subject. But until then, my pointers are:

    1. It is of course going to be helpful to have as much planning as
possible, be it through a purchased or previously run adventure or whatever.
    2. Either the GM must be familiar with the rules (making a rules light
system advantageous) or the players must be willing to step in and mention
possible rules that should be applied.
    3. The ability to have flexibility in an adventure relies more upon
"winging it" the more flexible the adventure becomes. Since this is
something that comes with time, I would recommend either writing different
scenarios into the adventure itself, or just ensuring a fairly rigid game
(ie, your characters all get lost in this place, and there is only one path
out, etc.). It might be helpful to have a high level NPC or some such in the
game to help the GM more easily steer the group. This will of course be
fairly easily accomplished in games where the characters are given assigned
tasks (SLA industries, Heavy Gear, etc.).
    4. Practice, practice, practice!
    
    Hope it helps, 

    Zealot

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