Page 16 - GM EBOOK
P. 16

ers will go in another direction due to miss clues or     Finally, the GM should understand the key to a
         defiant will.  In this case, the GM needs to be adapta-
   C                                                            good adventure.  There is nothing worse to a good
   h     ble.  The responsibility of the GM is to create the
   a                                                            story than a bad conclusion.  To avoid a bad ending
   p     world in which the PCs are in, but understand that it   make sure everything makes sense and is full under-
   t
   e     is the PCs responsibility to live in that world.  The   stood at the end of the game.  If your game is a long-
         PCs deciding not to go with the direct path created is   er one and questions are left unanswered, remember
   r
         not a problem, however, the GM not being able to       to address them in future quests.  Once the game is
         adapt to their decision is.  In order to for the story to   totally complete everything should make sense.  Now
         be adaptable the GM should turn each scene into a      that you understand how to create a game, continue
         key moment in the game.  Knowing details of the sto-   reading about playing GM and create your world of
         ry can help the adaptability of a story.  If, for exam-  Ninja vs. Samurai RPG.
         ple, the PCs are more interested in the contents they
         are delivering to a Shogun than the possible reward
         they will receive for completing the assignment un-
         derstand the consequences for their actions, and how
         their actions will affect the forth coming events in the
         story.


























































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