How to Run an RPG      
Written by lifang   
July 24, 2008 11:17
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•1.                    Most RPGs on the market will provide you with a section on how to run it... Follow their advice. These guidelines are just additional things, tricks they often don't mention. I'll be glossing over the basic principles that every RPG's GM section always includes, on the assumption that you'll read them there.

•2.                    Prepare, prepare, prepare. Even if you're using a pre-made adventure, make sure you've pre-read the story, and know where things are in the reference material. If you're running something you made yourself, get EVERYTHING in one place. Sketch out maps, visual aids, relationship or plot diagrams. Double-check to make sure all the major stuff exists; you can flesh out side characters, other areas, and such during play. Or, my personal favorite, flying by the seat of your pants. Make sure you have an idea of general direction for both the session and adventure, or at very least a general theme. No plan survives first contact with the players. Not intact, at least. No matter how you're running, read and re-read the rules of the basic system. Make cheat-sheets for combat, types of actions, movement... Whatever is going to come into play frequently. Keep things organized.

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•3.                    As well as the preparation of the game itself, you'll usually be expected as GM to provide the venue. Have a table, enough chairs, and good light on hand. Ask players to bring what snacks and drinks they want, and to help clean up afterwards. Have lots of pencils and erasers on hand, scratch paper and spare character sheets. A CD player or laptop with mp3s can be handy, occasionally... But you won't use it as often as you might think. If your group leans towards using visualizations, try to have some miniatures or tokens on hand to represent characters and foes, and some assorted items for walls, doors, tables and the like.

•4.                    When players first arrive, start getting early arrivals into the game with discussions of character background, what they want out of the game, and what they think of current/past plot lines. If this is the first session, character creation will have to happen. Try to get everyone doing this at once, as the discussion this prompts will get personalities jump-started and keep people interested. Once everyone's there and ready, start the game as promptly as possible. Don't let people start wandering right off hand. Open sessions at a high pace, if you can, capturing interest right off hand, and getting people into character.

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