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Refereeing Tips

Jame

SOC-14 5K
Now, I'm not sure where this should be, or precisely how to phrase what I want to ask (and I'm sick and tired and supposedly busy as well :rolleyes: ), so please bear with.

Does anyone have any refereeing ideas/tips/experiences that they'd like to share or post or otherwise state for the illumination of newbie referees and old-timers alike?
 
Thanks!

Come to think of it, I do have a question. How do I convert an adventure from three-four pages of write-up to an actual adventure run over a table?
 
Read, re-read, & re-re-read the adventure till you have the gest of the scenario without needding to look at it, but keep it close for a quick look up. In my experience, I have found (at least for me) that there are some tweaks I would perfer over what was written. As such I normaly use the "canned adventures" as a reference rather than the adventure itself.
 
1. Learn the rules well enough to not need to look things up during play (or failing that learn *where* things are, so you don't waste too much time). Ref's screens (with useful rules + tables on) can be useful here, but I rarely use them *as* a screen.

2. Don't spend too long planning the scenario in intricate detail - 9 times out of 10 the group will do something unexpected and you'll have wasted your time.

3. Learn the background well enough so that you can cope when they wander away from the plot.

4. Practice your poker face so they don't realise they've left the plot behind and you have no idea what happens next...
 
Have a selection of stats for NPC's handy and pre-generate (make up) a list of about a dozen male and female names. Whenever the PC's talk (or eavesdrop) to NPC's you can then give them a name instantly. This makes the NPC's come alive a bit. Keep a note book handy so you can jot down the details as you make them up.
Be ready to improvise on the spot and make more notes as you go.
Above all enjoy yourself and don't worry too much when the PC's go against the script.
 
Have a selection of stats for NPC's handy and pre-generate (make up) a list of about a dozen male and female names.
Oh yeah, I'm terrible at names. The stats are less important - just give them whatever they need and if they become important you can generate the details later.
 
Originally posted by Andrew Boulton:
2. Don't spend too long planning the scenario in intricate detail - 9 times out of 10 the group will do something unexpected and you'll have wasted your time.
Ain't that the truth!

Way back in the day when did my first attempts at GMing, I tried to plan everything down to the most minute detail.

Now, I get together a few ideas of who I want the PCs to meet, a few encounters they should have and a general direction the plot/story is going in.

I'll start the session off and then depending on which way the PCs go, I'll work in the encounters and NPCs as the opportunities present themselves.

Saves me a lot of frustration while letting the PCs go in their own direction, yet I still can use the stuff I've prepared in a loose fashion.

I guess this whole ramble boils down to:
Be adaptable!
 
Then I guess this session'll help me learn that...

Again, thanks, and keep the suggestions coming!
 
2. Don't spend too long planning the scenario in intricate detail - 9 times out of 10 the group will do something unexpected and you'll have wasted your time
An old D&D rule I heard ages ago is soo true. 'The percantage of time you spend designing any one part of a dungeon is inversely proportionate to the amount of time the party will spend there." I suppose if you insert starship/sector etc, it is equally true for Traveller.

My suggestion, Jame, is to learn to do a lot of stuff on the fly. The party will always find some way to wander off into god-knows-where, no matter how much you plan ahead :(

I agree with Andrew, practice your poker face, mate :D
 
Know your the plot. Know the events that need to take place (with or with out the PCs participation). Know your NPCs motivation.

Then let it all unfold. Remember, YOU are not telling a story. The whole group should be.

Don't be afraid of making a mistake.
Don't be afraid to pause the game or slow the pacing so you can think about what has happened and how it affects the plot.

Let the story go where it wants to based on everyone's actions.

This makes the game as much fun for the GM as it is for the players.

Allow yourself to be surprised!!
 
Don't be afraid to change things if you discover that what the players think is going on is better than what you originally planned!
 
Don't be afraid to change things if you discover that what the players think is going on is better than what you originally planned!
That's excellent advice, Andrew. Some of the best and funniest RPG sessions I've ever had is when the Ref has done just that.
 
It was Saturday, and though I started slowly, it went well. Kinda ran long, though.

My players said it was "pretty good," whatever that means.
 
Not bad..... not bad?!?! Geez, really fills one with confidence, eh?

Don't worry, Jame. In my experience, players will comment if they don't like a session, and say nothing if they had a great time. :rolleyes:

Did you know the players? Had you played with them before? If they come back, then you dun good :D
 
If they're experienced players, "pretty good" means as good as gaming gets except those few incredible sessions you talk about for years. If they're total novices, who knows what it means? But if they're total novices, they don't know how to judge anyway.

Bad cooks get praised more than great GMs.
 
Well, I've played with them before (they are my regular group, after all), and I gather that they're rather experienced (they're members of this group, and since discovering their netdentities should be easy, why not ask them?).

But Mythmere, I wanna make those "truly memorable" ones! ( :rolleyes:
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to self)
 
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