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

Things You Might Want To Know When Teaching Someone

Feel free to submit requests for your own Things You Might Want To Know When…: just leave a comment here!


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  1. Things You Might Want To Know When Planning a Heist | Exchange of Realities
  2. Things You Might Want To Know When Dropping Into a Culture | Exchange of Realities
  3. Things You Might Want to Know When Being the Bait | Exchange of Realities
  4. Things You Might Want to Know When Teaching Someone | Exchange of Realities
  5. Things You Might Want to Know When Planning An Overland Trip | Exchange of Realities

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