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<blockquote data-quote="Lanefan" data-source="post: 9014477" data-attributes="member: 29398"><p>Without knowing what style of play or game you're otherwise designing for here (D&D-like? story-now? or ?), it's hard to comment in much detail. That said, a few things occur to me.....</p><p></p><p>One thing I'd write differently, were it me, are the <em>creating the game world </em>and <em>creating the adventure</em> pieces; as instead of saying don't prep in detail I'd say go ahead and prep in lots of detail but be ready to abandon that prep at a moment's notice. The key point to hammer home is <em>don't let yourself get attached to your prep even though you may have put a lot of effort into it</em>.</p><p></p><p>Adventures in particular - I often find the more details the author gives me the easier it is to run, as the author has handled the what-ifs so I don't have to. Prepping in too little detail can leave a GM - particularly a new one - floundering. Don't write plots, write locations - but write them in detail.</p><p></p><p>In <em>GM traps</em> you might want to give a brief example of what railroading can look like in play. </p><p></p><p>There's probably no good way to add this as a guideline without opening Pandora's box, but a little short-term railroading now and then e.g. a forced capture scene or a teleport trap that puts its victims into the middle of a dangerous situation can be a useful tool.</p><p></p><p>Under <em>types of villains</em> I'd add something like "The Mob" or "The Faceless Mass" to accout for situations where the "villain" is a widespread cult or guild or large family or even another adventuring party. Failing that, at least indicate somehow that "the villain" doesn't always have to be a single person; as all your examples otherwise seem to assume that it is.</p><p></p><p>Your <em>describing the scene</em> ideas are great for random places; though ideally that info would already be prepped were the location in a written adventure.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9014477, member: 29398"] Without knowing what style of play or game you're otherwise designing for here (D&D-like? story-now? or ?), it's hard to comment in much detail. That said, a few things occur to me..... One thing I'd write differently, were it me, are the [I]creating the game world [/I]and [I]creating the adventure[/I] pieces; as instead of saying don't prep in detail I'd say go ahead and prep in lots of detail but be ready to abandon that prep at a moment's notice. The key point to hammer home is [I]don't let yourself get attached to your prep even though you may have put a lot of effort into it[/I]. Adventures in particular - I often find the more details the author gives me the easier it is to run, as the author has handled the what-ifs so I don't have to. Prepping in too little detail can leave a GM - particularly a new one - floundering. Don't write plots, write locations - but write them in detail. In [I]GM traps[/I] you might want to give a brief example of what railroading can look like in play. There's probably no good way to add this as a guideline without opening Pandora's box, but a little short-term railroading now and then e.g. a forced capture scene or a teleport trap that puts its victims into the middle of a dangerous situation can be a useful tool. Under [I]types of villains[/I] I'd add something like "The Mob" or "The Faceless Mass" to accout for situations where the "villain" is a widespread cult or guild or large family or even another adventuring party. Failing that, at least indicate somehow that "the villain" doesn't always have to be a single person; as all your examples otherwise seem to assume that it is. Your [I]describing the scene[/I] ideas are great for random places; though ideally that info would already be prepped were the location in a written adventure. [/QUOTE]
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