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mllaneza

GM as DJ

Aug 1st, 2013
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  1. The GM As DJ
  2. The lack of any sort of initiative system or turn sequence can present a problem to the group. Given free rein to act whenever they want to, more agressive players will tend to dominate the flow of play. When that happens even the GM can find it hard to get a Move in edgewise. Avoiding this problem is easy, the GM takes control of the table. You don't dominate, after a player finishes their action you say what happend and then you simply ask the next player what they do. Then the next, and the next, and the next. A key technique is to develop a situation with some of the group, then freeze the action and surprise someone who wasn't expecting you to get back to them. The other players can't interrupt because they're busy, and the player you called on is on the spot for a response. The GM is in control of the situation.
  3. It is important to pay attention to all of your players. Watch their body language and listen to their table talk to get an idea of who is impatient, who has a good idea to implement, and who is ripe for an unexpected "what do you do". On the other hand, when some of your players are planning something, let them talk it out while you keep moving with the others. If your players have time to discuss complex strategies in the middle of a fast-paced firefight, then you need to interrupt them.
  4. Keep everyone involved. Keep the game moving. Go from player to player in the way that bests advances the fiction. Keep the players off balance.
  5. I'm not sure of the lingo, but keep them spinning.
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