Katana_Geldar
First Post
I find that you need to find a balance between railroading and for the want of a better word can be called "freedom". Railroading is a very, very powerful temptation that a GM needs to recognise and resist. Do the PCs have to find out about the plot in that way? It's not their fault they missed it or blew it up.
However, sometimes if the PCs are going completely in the wrong direction you need to call a time out. I have said a few times OOC x is important to the plot, you may want to check it out, particularly when I have pitched a game and the players have agreed to play it. This is the case a lot of the time with modules, by bringing the module the players have agreed to follow the story, there can be loose bits where they deviate but the module is usually what the GM is prepared to run.
I approach Star Wars games rather differently though, as all of them are customised. By now, I have a pretty good idea what sort of games in the Star Wars universe my players like to play. I use the three act formula, three events that usually take up two sessions each with outcomes that are independant of what the players actually do. Star Wars games are also a lot more character-driven, as that is the nature of the game. My player usually take turns in the spotlight, which has recently shifted away from two players to give others a turn.
One of the best things about SW I think is the starships, as the players who don't turn up are simply back at the ship.
However, sometimes if the PCs are going completely in the wrong direction you need to call a time out. I have said a few times OOC x is important to the plot, you may want to check it out, particularly when I have pitched a game and the players have agreed to play it. This is the case a lot of the time with modules, by bringing the module the players have agreed to follow the story, there can be loose bits where they deviate but the module is usually what the GM is prepared to run.
I approach Star Wars games rather differently though, as all of them are customised. By now, I have a pretty good idea what sort of games in the Star Wars universe my players like to play. I use the three act formula, three events that usually take up two sessions each with outcomes that are independant of what the players actually do. Star Wars games are also a lot more character-driven, as that is the nature of the game. My player usually take turns in the spotlight, which has recently shifted away from two players to give others a turn.
One of the best things about SW I think is the starships, as the players who don't turn up are simply back at the ship.
