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<blockquote data-quote="Manbearcat" data-source="post: 6407750" data-attributes="member: 6696971"><p>For a new GM (of any age really), I would just give her a few concrete guiding principles and techniques to focus on. Let the rest evolve and mature naturally. Stuff like:</p><p></p><p>1) Will failure lead to an outcome that changes play in some interesting or exciting way? If so, make the players roll the dice to find out what happens. If it won't, then don't be afraid to "say yes" to player propositions.</p><p></p><p>2) Always push play towards conflict (specifically conflict that the players care about). Keep things moving and exciting! If Suzy wants Indiana Jones stuff, keep the heat on her with snake-filled pits, wild chases in careening mine cars, and trapped tombs!</p><p></p><p>3) Be a fan of the characters and fill their lives with adventure. But don't stack the deck in their favor or against them.</p><p></p><p>4) Play to find out what happens. Be prepared (maybe a map and some ideas of bad guys and conflicts), but don't plan too much. Your players will surprise you. Let them. And let what they do matter and move the game forward.</p><p></p><p>If a young GM can just know the system and focus on a few guiding principles and techniques, they should be good to go. That sort of approach works with almost anything. No guidance and the whole thing becomes overwhelming or bewildering. Too much and its paralysis by analysis or too much thought and too little instinct.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6407750, member: 6696971"] For a new GM (of any age really), I would just give her a few concrete guiding principles and techniques to focus on. Let the rest evolve and mature naturally. Stuff like: 1) Will failure lead to an outcome that changes play in some interesting or exciting way? If so, make the players roll the dice to find out what happens. If it won't, then don't be afraid to "say yes" to player propositions. 2) Always push play towards conflict (specifically conflict that the players care about). Keep things moving and exciting! If Suzy wants Indiana Jones stuff, keep the heat on her with snake-filled pits, wild chases in careening mine cars, and trapped tombs! 3) Be a fan of the characters and fill their lives with adventure. But don't stack the deck in their favor or against them. 4) Play to find out what happens. Be prepared (maybe a map and some ideas of bad guys and conflicts), but don't plan too much. Your players will surprise you. Let them. And let what they do matter and move the game forward. If a young GM can just know the system and focus on a few guiding principles and techniques, they should be good to go. That sort of approach works with almost anything. No guidance and the whole thing becomes overwhelming or bewildering. Too much and its paralysis by analysis or too much thought and too little instinct. [/QUOTE]
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