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[Spoilers] Shadowrun - Dawn of the Artifacts - Dusk and Midnight (books 1 & 2) - Story Issues and Fixes
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<blockquote data-quote="gdonwallace" data-source="post: 6123459" data-attributes="member: 6682814"><p>I don't want to come off as an ass-hat, or try in anyway to say that your Husband / GM is bad. </p><p></p><p>Being a player and being a GM of any game, can be a challenge. I played 2nd and 3rd edition SR prior to taking up running. It was rough the first time. I knew how to do things as a player, but did not realize how much the GM had to do in the background. But I learned. And it took time. The hardest part is being able to change things on the fly. I had a run setup, even had the place mapped out, but also put a audio warning at the entrance. They decided to heed the warning and left. Quite unusual for them. So I ran a little sideways, got them back to Seattle; had Mr. Johnson contact them; and sent them onto where I wanted them to go anyway. They never realized it until I told them after we had stopped playing. I NEVER count on the players to do exactly what I want; and He shouldn't either. </p><p></p><p>The only piece of advice I can give you is to hold on. Things will improve. Not knowing how things went down, or how much prep work he put into the game; he might want to re-read things the afternoon prior to the game. Go through the few sections of the book that he thinks the group will get too. If it looks like things will go beyond that, He might want to stop the game, let everyone know that he is not ready to go on. As friends, they'll give him a hard time; but they will understand.</p><p></p><p>Also, as he gets more comfortable with the role of GM; he might start creating his own runs. I find those are really the best; I know the run inside and out, because I wrote it.</p></blockquote><p></p>
[QUOTE="gdonwallace, post: 6123459, member: 6682814"] I don't want to come off as an ass-hat, or try in anyway to say that your Husband / GM is bad. Being a player and being a GM of any game, can be a challenge. I played 2nd and 3rd edition SR prior to taking up running. It was rough the first time. I knew how to do things as a player, but did not realize how much the GM had to do in the background. But I learned. And it took time. The hardest part is being able to change things on the fly. I had a run setup, even had the place mapped out, but also put a audio warning at the entrance. They decided to heed the warning and left. Quite unusual for them. So I ran a little sideways, got them back to Seattle; had Mr. Johnson contact them; and sent them onto where I wanted them to go anyway. They never realized it until I told them after we had stopped playing. I NEVER count on the players to do exactly what I want; and He shouldn't either. The only piece of advice I can give you is to hold on. Things will improve. Not knowing how things went down, or how much prep work he put into the game; he might want to re-read things the afternoon prior to the game. Go through the few sections of the book that he thinks the group will get too. If it looks like things will go beyond that, He might want to stop the game, let everyone know that he is not ready to go on. As friends, they'll give him a hard time; but they will understand. Also, as he gets more comfortable with the role of GM; he might start creating his own runs. I find those are really the best; I know the run inside and out, because I wrote it. [/QUOTE]
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[Spoilers] Shadowrun - Dawn of the Artifacts - Dusk and Midnight (books 1 & 2) - Story Issues and Fixes
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