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How well do you have to know a game to run it?
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<blockquote data-quote="Altalazar" data-source="post: 2208530" data-attributes="member: 939"><p>Obviously, the better you know the game, the more easily you'll be able to run it. </p><p></p><p>But you can fudge some things if you are a good GM. More to the point, as GM you control the world, so you can leave out things that you don't understand. Like if you don't understand the rules for certain types of special attacks that some monsters have, well, those monsters don't have to be encountered at all. You can't control what the players will do, so as they get more and more powers, it will be harder to keep certain sections of the rules that you are unfamiliar with out of play. </p><p></p><p>I think, actually, that may be part of why so many DMs don't like running anything above low level games - they don't understand the rules well enough to make adventures that take into account all of the possible powers of PCs at higher levels. Of course, that is only a part of it - I have my theories about the rest of it, but that is getting off thread.</p><p></p><p>So I think you need to know the rules somewhat, including a bit of the uncommon parts, but you can fudge and/or leave out the rest, perhaps introducing new elements as you learn the rules. Many game systems are good for doing that, since they start off low level, with few options, which only gradually increases over time, giving both players and GM a chance to learn more as they go.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 2208530, member: 939"] Obviously, the better you know the game, the more easily you'll be able to run it. But you can fudge some things if you are a good GM. More to the point, as GM you control the world, so you can leave out things that you don't understand. Like if you don't understand the rules for certain types of special attacks that some monsters have, well, those monsters don't have to be encountered at all. You can't control what the players will do, so as they get more and more powers, it will be harder to keep certain sections of the rules that you are unfamiliar with out of play. I think, actually, that may be part of why so many DMs don't like running anything above low level games - they don't understand the rules well enough to make adventures that take into account all of the possible powers of PCs at higher levels. Of course, that is only a part of it - I have my theories about the rest of it, but that is getting off thread. So I think you need to know the rules somewhat, including a bit of the uncommon parts, but you can fudge and/or leave out the rest, perhaps introducing new elements as you learn the rules. Many game systems are good for doing that, since they start off low level, with few options, which only gradually increases over time, giving both players and GM a chance to learn more as they go. [/QUOTE]
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