Running the Game
Storytellers need to act out, narrate, and engage in witty repartee from a variety of NPC’s—often without any warning.
Sometimes things get dull, predictable, and stale.
You don’t need to know everything, have all the books or the minis or the terrain to become a DM.
My initial foray into running a game was disastrous, but I didn’t let that stop me from pushing through and trying again.
Let’s take a look at how a trap can subvert players’ expectations.
At the core, the problem is when the plot overtakes player agency.
There’s a holy grail for GMs. Strangely enough, I think I’ve found mine. Shockingly, it was OneNote.
You might use only one or two items from your checklist. You might not use any. It’s a check-in in case you need to adjust the overall pacing of the session.
Rumours are very important to provide information to your players.
How much detail do you need to know to run a particular setting in FRPG?