Things You Might Want to Know When….
One of the biggest problems shared by both writers and GMs is getting their characters and audiences through their more complicated, more environment-dependent plots. Yes, there exist plots in which a character can just blunder through, faking it as they go along (particularly the really clever characters with expertise in faking it through everything), but more often than not, you have plots that require careful thought, planning around obstacles, and an overall understanding of the world beyond that which a group that’s been playing for less than a year or two is going to have. These are things that the GM should know—and, conversely, things that the players should probably consider asking about.
Things You Might Want To Know When Planning a Heist
Things You Might Want To Know When Dropping Into a Culture
Things You Might Want To Know When Mounting a Rescue Mission
Things You Might Want To Know When Mediating a Feud
Feel free to submit requests for your own Things You Might Want To Know When…: just leave a comment here!