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<blockquote data-quote="Umbran" data-source="post: 5519779" data-attributes="member: 177"><p>Full-on improv has one basic issue a GM has to deal with - collectively, the players have more brains than the GM.</p><p></p><p>In more pre-planned gaming, this isn't much of a problem. What the GM lacks in all-out processing power is made up for in prep time. The GM has time to think through what he or she is setting up - logical holes get patched, strategy and tactics get planned ahead of time, stats get tweaked, physical layouts get more thorough design, and so forth.</p><p></p><p>In full-on improv, the GM loses much of that strength. The GM doesn't have time to polish things up, so the players will uncover more logical and physical inconsistencies. The players will now generally be tactically superior to the GM as well.</p><p></p><p>All of these things can be managed, but they do present a challenge to a GM trying to improvise when they're used to doing a lot of planning ahead of time.</p><p></p><p>Full on improv also has a whole lot of what some folks would consider "fudging" of NPC and monster stats and abilities - the things you face are likely not written down or set in stone when you roll for initiative. If you don't like the GM making up monsters as you fight them, improv sessions may not be for you.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5519779, member: 177"] Full-on improv has one basic issue a GM has to deal with - collectively, the players have more brains than the GM. In more pre-planned gaming, this isn't much of a problem. What the GM lacks in all-out processing power is made up for in prep time. The GM has time to think through what he or she is setting up - logical holes get patched, strategy and tactics get planned ahead of time, stats get tweaked, physical layouts get more thorough design, and so forth. In full-on improv, the GM loses much of that strength. The GM doesn't have time to polish things up, so the players will uncover more logical and physical inconsistencies. The players will now generally be tactically superior to the GM as well. All of these things can be managed, but they do present a challenge to a GM trying to improvise when they're used to doing a lot of planning ahead of time. Full on improv also has a whole lot of what some folks would consider "fudging" of NPC and monster stats and abilities - the things you face are likely not written down or set in stone when you roll for initiative. If you don't like the GM making up monsters as you fight them, improv sessions may not be for you. [/QUOTE]
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