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<blockquote data-quote="Rel" data-source="post: 1848014" data-attributes="member: 99"><p>I think this is an important distinction. I don't generally even refer to the first instance as "winging it". To me, coming up with ways of handling things not specified in the rules is the definition of what a DM, GM or Referee is.</p><p></p><p>But when the PC's take a completely unexpected turn in the plotline, that's when you have to "wing it". And for that there is just one simple rule to follow:</p><p></p><p>"What is the single most exciting, cool thing that could possibly happen RIGHT NOW."</p><p></p><p>Learned that one from Piratecat.</p><p></p><p>But here's another hint: Go to the bathroom.</p><p></p><p>When the PC's take that hard turn and leave behind what you've prepared, excuse yourself from the table and go to the bathroom or the kitchen or someplace where they aren't on the pretext of doing something else. Think hard for about a minute. Identify what the "exciting, cool thing" is. Figure out what resources you have to pull it off with. Then walk back into the room and gather those things together and do it.</p><p></p><p>One other final hint: I write up index cards for all my bad guys to use in the popular "index card initiative system". I NEVER throw these cards away so I have a stack of cards with stats for bad guys sitting nearby when we play. It is easy for me to thumb through these and quickly whip out a few enemies for that unexpected plot twist. Then just add some touch of detail to bring the encounter to life. Like maybe a note:</p><p></p><p></p><p></p><p>Voila! New plot thread in one minute in the bathroom.</p></blockquote><p></p>
[QUOTE="Rel, post: 1848014, member: 99"] I think this is an important distinction. I don't generally even refer to the first instance as "winging it". To me, coming up with ways of handling things not specified in the rules is the definition of what a DM, GM or Referee is. But when the PC's take a completely unexpected turn in the plotline, that's when you have to "wing it". And for that there is just one simple rule to follow: "What is the single most exciting, cool thing that could possibly happen RIGHT NOW." Learned that one from Piratecat. But here's another hint: Go to the bathroom. When the PC's take that hard turn and leave behind what you've prepared, excuse yourself from the table and go to the bathroom or the kitchen or someplace where they aren't on the pretext of doing something else. Think hard for about a minute. Identify what the "exciting, cool thing" is. Figure out what resources you have to pull it off with. Then walk back into the room and gather those things together and do it. One other final hint: I write up index cards for all my bad guys to use in the popular "index card initiative system". I NEVER throw these cards away so I have a stack of cards with stats for bad guys sitting nearby when we play. It is easy for me to thumb through these and quickly whip out a few enemies for that unexpected plot twist. Then just add some touch of detail to bring the encounter to life. Like maybe a note: Voila! New plot thread in one minute in the bathroom. [/QUOTE]
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