Art Waring
nevermind...
improvisation can often mean different things based on different perspectives.Finally, being an inexperienced GM, do you have any general tips on how to improvise in unexpected situations, which will inevitably arise at some point? I personally hate deus ex machinas in stories and I wouldn't want to rely on them if the PCs started doing something that completely went around what I had intended / expected. But what else can you do, how do you deal with such situations?
Improv can mean being quick on the draw, and being able to come up with new situations on the fly right out of your head.
Improv can also be achieved by being familiar enough with the adventure or source material, and picking, choosing, and assembling from these elements to create new variations.
A good tool for improving your improvisation is to start your home game with a bit of spontaneous activity before the game. Listen to some music to get your head in the zone. Or try the following:
Make some flash cards, each with random words on them. Shuffle the cards and pick the top card, and either you or someone else at the table has to tell a really short story using that word. Then reveal another word, and the next person in line has to continue the story including the new word. Continue until everyone has contributed a story. Keep practicing this with your group once per session and you might see some tangible results with time.