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ChrisTutty
Chris Tutty

Fri

Jun 22
2001

05:35



Wikify

Helping aspiring GMs

From: "Michael Orton" 
> 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.
> 
Has someone already mentioned "Don't be afraid to say you don't know".

While it's important to be in control and have all your answers ready
there are times when the players make such a sudden turn that you
just can't respond.  I think it's important to develop a rapport with 
the players that let's you say "I really hadn't planned for that and at 
the stage you're at now I can't just make it up as you go along.  
Would it be ok if you explored in another direction until next week, 
when I'll have that area detailed.  For now we can say that Blurg 
senses uncertain danger and doesn't feel comfortable proceeding 
without checking out a retreat path".

If it's done quickly and well the players can maintain immersion
and the GM doesn't make a silly mistake that breaks the rest of the
plot.

Chris Tutty


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