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