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squeakypancakes 2024-12-30 15:27:23 -05:00
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# Chapter Five: Game Moderating <a name="gameModerating"></a>
When you have to choose between the truth and the legend, choose the legend."
"When you have to choose between the truth and the legend, choose the legend."
-John Ford(Misattributed)
## Session 0
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## Designing Adventures
### Game Balance
One of the most important things to consider in creating a fun challenge for
players is resources, what do the players have available to them and what do the
antagonists have available. These could be equipment, allies, social
structures, physical buildings etc. If the players come up against a challenge
they are completely unequipped to deal with they will likely not have a good
time.
+ PC resources
+ Antagonists resources
### Pacing
#### Pacing
+ cutting scenes before they drag
+ describing what happens and move on, instead of RPing everything out
+ have the kids of scenes that the group finds interesting while skipping thru the rest
+ meaningful choices in scenes
+ Have NPCs guide PCs during slower scenes
+ Be aware of session time, add or remove scenes to keep on track
#### Improvising
The nature of collective story telling is that someone will ad something that
### Improvising
The nature of collective story telling is that someone will add something that
the GM didn't plan for and the GM will need to create something on the fly.
This might be a background for a one off NPC that the players took a liking to,
a route to an objective that makes sense and the character is equipped to
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This should be expected and the GM is going to have to come up with something
when it does.
### Plotting a Campaign
#### The Pilot Adventure