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<blockquote data-quote="Harmon" data-source="post: 1768778" data-attributes="member: 24357"><p><strong>Avoid assistant GMs ask the Players to help out instead</strong></p><p></p><p>Experience with assistant GMs- not good.</p><p></p><p>Instead I have Players play non critical NPCs.</p><p></p><p>My wife and I were talking about a mass able idea for large numbers of villians. Have each player run some of the critters. Keep an eye on things and trust your other players to keep an eye on movements. Should a dumb idea come up- "the wizard will throw his fireball at the tree off the table," then the GM steps in and targets the Players character as punishment with said spell.</p><p></p><p>Organizing your GM space very important, use post it notes to hold critical pages in books for you, take a moment, have Players look stuff up for you- "whats the range on Lightning Bolt- Jake, look that up, please," that sort of thing, it helps and it moves the gam along and everyone is involved.</p></blockquote><p></p>
[QUOTE="Harmon, post: 1768778, member: 24357"] [b]Avoid assistant GMs ask the Players to help out instead[/b] Experience with assistant GMs- not good. Instead I have Players play non critical NPCs. My wife and I were talking about a mass able idea for large numbers of villians. Have each player run some of the critters. Keep an eye on things and trust your other players to keep an eye on movements. Should a dumb idea come up- "the wizard will throw his fireball at the tree off the table," then the GM steps in and targets the Players character as punishment with said spell. Organizing your GM space very important, use post it notes to hold critical pages in books for you, take a moment, have Players look stuff up for you- "whats the range on Lightning Bolt- Jake, look that up, please," that sort of thing, it helps and it moves the gam along and everyone is involved. [/QUOTE]
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