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<blockquote data-quote="awayfarer" data-source="post: 3460334" data-attributes="member: 42702"><p>I'm still fairly new as a GM, but I'd like to think I've learned a few things.</p><p></p><p>14: Not anticipating player reactions</p><p></p><p>Never assume that when your players encounter "Event A" that they will only react in a specific way. Try and have an idea of how things will go if they try different tactics. You might have to do off-the-cuff stuff to keep the game going, so be prepared for this. Furthermore, don't disallow something just because you hadn't thought of it as a possibility. If it seems reasonable it should be allowed.</p><p></p><p>15: Don't overplan</p><p></p><p>This can be just as bad as not having enough stuff prepped. Try not too include so much nifty stuff that you get bogged down. If you do have a ton of events planned, don't get too upset if not all of them manage to happen due to time constraints or lack of player interest. (We don't wanna go in that room! Every other one has had a baby tarrasque swarm in it!)</p><p></p><p>16: Don't steer the pc's</p><p></p><p>Please don't tell me that as soon as my PC gets into town he heads straight for the tavern. Maybe I've got some friends in town I want to see. Maybe I want to check the apothecary to see if grannies foot ointment medication is in stock. Don't tell me I feel compelled to buy the wheel of goat cheese. Don't tell me that I'm interested in the busty blonde tavern wench; I prefer brunettes.</p><p></p><p>17: Avoid unnecessary rolls</p><p></p><p>(I say this but admittedly I'm still getting the hang of it)</p><p>You probably don't need a spot check to see if the PC's notice a five story building or a jump check for a character hopping over a 1 foot puddle in the street. If there doesn't seem to be any reason why a PC would fail a check for something rather easy, or if the roll doesn't really add anything important to the game, nix it.</p><p></p><p> </p><p></p><p>Agreed. Your PC's are the star of the show, let them feel like it.</p></blockquote><p></p>
[QUOTE="awayfarer, post: 3460334, member: 42702"] I'm still fairly new as a GM, but I'd like to think I've learned a few things. 14: Not anticipating player reactions Never assume that when your players encounter "Event A" that they will only react in a specific way. Try and have an idea of how things will go if they try different tactics. You might have to do off-the-cuff stuff to keep the game going, so be prepared for this. Furthermore, don't disallow something just because you hadn't thought of it as a possibility. If it seems reasonable it should be allowed. 15: Don't overplan This can be just as bad as not having enough stuff prepped. Try not too include so much nifty stuff that you get bogged down. If you do have a ton of events planned, don't get too upset if not all of them manage to happen due to time constraints or lack of player interest. (We don't wanna go in that room! Every other one has had a baby tarrasque swarm in it!) 16: Don't steer the pc's Please don't tell me that as soon as my PC gets into town he heads straight for the tavern. Maybe I've got some friends in town I want to see. Maybe I want to check the apothecary to see if grannies foot ointment medication is in stock. Don't tell me I feel compelled to buy the wheel of goat cheese. Don't tell me that I'm interested in the busty blonde tavern wench; I prefer brunettes. 17: Avoid unnecessary rolls (I say this but admittedly I'm still getting the hang of it) You probably don't need a spot check to see if the PC's notice a five story building or a jump check for a character hopping over a 1 foot puddle in the street. If there doesn't seem to be any reason why a PC would fail a check for something rather easy, or if the roll doesn't really add anything important to the game, nix it. Agreed. Your PC's are the star of the show, let them feel like it. [/QUOTE]
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