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 ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/


