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MichaelOrton
Michael Orton

Fri

Jun 22
2001

02:55

Helping aspiring GMs

Aditional advice for an aspiring GM:

1:  Know your world, and know it really well, becasue your players are
allowed to ask you anything they like about it and you need to answer
quickly.   You can't make up all the answers in advance, but you can have a
good enough grasp of the frame of reference to improvise when you need to.

2:  Have a list of unused NPC names to one side.   It is generally easy to
know what the attributes and skills of an NPC should be from the context, so
you can always make that much up when you suddelnly need one.   But thinking
of an NPC name in a hurry is incredibly difficult!

3:  Remember it is not your story: it is the PC's story.   You provide the
backdrop, the world for them to be in, but they say what their characters do
and it might not be what you expect.

4:   On the other hand, you need to have a long term story arc to guide them
along.   Just only guide, never force.   Never quest or geas a PC.

5:  Unles you are playing a Superheros campaighn, your PCs are not
indestructible.   If they do something really dumb the characters have to
die.

6:  However, this is a story.   No character should die simply from rolling
the wrong numers on dice.   If they do not do something really dumb they
should not get killed.   On the otherhand this can be done in such a way as
embarases them.   I remember a party which had to be rescued by their far
lower level henchwenchs (the all male party had recruited a female hench
each).   The GM made sure that the party were reminded of this for some
time afterwards...

7:  After each session ask for feedback, and listen to it.

Rgds,
Michael.


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