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GMs: Guiding Morals in GMing
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<blockquote data-quote="pointofyou" data-source="post: 8983439" data-attributes="member: 7037848"><p>I did say it wasn't necessarily planning the course of what would happen. I didn't say it couldn't be. I haven't made those sorts of detailed plans as a GM in decades. I just need to know what the situation is. I never decide what the situation will become as the PCs interact with it.</p><p></p><p>It's really not that slippery a slope. Just don't plan what will be. Plan what is and what might be. Internalize the situation the PCs are in and respond. If you know how the players are playing their PCs then anticipating their actions seems like a way to focus prep but only if you're willing to admit being wrong and let that prep lie fallow.</p><p></p><p>Well in the games you mention much of what will happen as the PCs set out to kill Count Evil will be shaped by the extent to which their dice rolls tell the GM to add new looming threats or activate existing ones. Or tick on threat clocks. In principle as I understand those games the results of at least filling a threat clock should be knowable to the players. Whatever the outcome is of killing Count Evil the timing of how it affects play is not much in the GM's hands. Blades in the Dark does recommend that GMs have ideas for possible consequences and suchlike but it also recommends GMs keep in mind those are just possibilities.</p></blockquote><p></p>
[QUOTE="pointofyou, post: 8983439, member: 7037848"] I did say it wasn't necessarily planning the course of what would happen. I didn't say it couldn't be. I haven't made those sorts of detailed plans as a GM in decades. I just need to know what the situation is. I never decide what the situation will become as the PCs interact with it. It's really not that slippery a slope. Just don't plan what will be. Plan what is and what might be. Internalize the situation the PCs are in and respond. If you know how the players are playing their PCs then anticipating their actions seems like a way to focus prep but only if you're willing to admit being wrong and let that prep lie fallow. Well in the games you mention much of what will happen as the PCs set out to kill Count Evil will be shaped by the extent to which their dice rolls tell the GM to add new looming threats or activate existing ones. Or tick on threat clocks. In principle as I understand those games the results of at least filling a threat clock should be knowable to the players. Whatever the outcome is of killing Count Evil the timing of how it affects play is not much in the GM's hands. Blades in the Dark does recommend that GMs have ideas for possible consequences and suchlike but it also recommends GMs keep in mind those are just possibilities. [/QUOTE]
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