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General Tabletop Discussion
*TTRPGs General
Mutants of Masterminds intimidation
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<blockquote data-quote="Bretbo" data-source="post: 2242846" data-attributes="member: 18497"><p>Yeah, I relate to your insecurity about not knowing the system well enough. The worst moments for me are when a player realizes that I forgot something or mis-used a rule. The fact, though, is that no GM is perfect when it comes to any super-power RPG. There are just to many powers and rules on how to apply them to remember everything. Basically, I've always winged it and made quick rulings at the table, if necessary. If they don't work out, then I/we modify them. Usually works.</p><p></p><p>One thing that helped me was running a practice combat. After a while, I realized that it wasn't as hard as I thought. And anything I missed, it didn't really seem to matter. Really helped build the confidence. Now they expect me to run. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p></blockquote><p></p>
[QUOTE="Bretbo, post: 2242846, member: 18497"] Yeah, I relate to your insecurity about not knowing the system well enough. The worst moments for me are when a player realizes that I forgot something or mis-used a rule. The fact, though, is that no GM is perfect when it comes to any super-power RPG. There are just to many powers and rules on how to apply them to remember everything. Basically, I've always winged it and made quick rulings at the table, if necessary. If they don't work out, then I/we modify them. Usually works. One thing that helped me was running a practice combat. After a while, I realized that it wasn't as hard as I thought. And anything I missed, it didn't really seem to matter. Really helped build the confidence. Now they expect me to run. :heh: [/QUOTE]
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