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GameMasterWorkshop_07S

GameMasterWorkshop_07S

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Published by Laura Rajsic-Lanier
Game Master Workshop 07:
On a Wing and a Prayer

Document created from the workshop I took at GenCon in 1993 on game mastering. It is in eight parts.
Game Master Workshop 07:
On a Wing and a Prayer

Document created from the workshop I took at GenCon in 1993 on game mastering. It is in eight parts.

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Published by: Laura Rajsic-Lanier on May 27, 2009
Copyright:Attribution Non-commercial

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05/11/2014

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Game Master Workshop Series
On a Wing and a Prayer
Workshop 7
There will be times when, as the Game Master, youwill not have everything under control. Don’t let yourplayers know it.
When does this usually happen?
Characters leave the area you have mapped
You / your players have an inspiration
Players get bored
Time needs adjustment
Characters go in di
erent directions
How can you improvise?
Prepare to be unprepared. In other words, prepare aGame Master Tool Kit for those moments . . . it willcontain things you have ready when nothing else is.
Game Master’s Tool Kit
With the tool kit, you will give the illusion that you areready for . . . anything.1. Generic Character FileKeep a
le of blank character sheets and
ll themin as you need them.2. File of Completed CharactersFor those moments when you need that certainnon-player character.3. List of Character NamesThe names need to be appropriate to the gamingsystem you are running. The names should betailored for many variables, such as male, female,regional, racial, etc.4. Fill-in-EncountersThese encounters should be common situationsthe player characters might run into. A goodexample is a thief bumping into a party member.Leave out the vital information / items because youdon’t want it to interfere with the game (if possible).You can even use the encounter as a red herring.The “thief” that bumped into you wasn’t the personwho stole your stu
. . . he is innocent and thecharacter killed the supposed victim before herealized it.5. Recovery from Failure EncountersThis gives the characters a second chance at vitalinformation, items, or McGu
ns. Especially when itis necessary to complete the adventure. If you haveto resort to this, the players didn’t follow the cluesyou set (as long as you set them well).If it was obvious and they didn’t do it, the mistakeshould cost them time, treasure, hit points, andwhatever else you can think of for screwing up.If it was because of a bad die roll, they shouldn’t be penalized.
Recovery from Failure
If an action doesn’t ma
t
er to the main theme, don’tagonize over it. Why waste time? Do a 50 / 50 chance.It will speed the game up.

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