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gming:running
WARNING: This is a player-visible page!
======Running An Adventure====== This page will contain details and advice for potential GMs wishing to run an adventure. For now this is a quick bullet-pointed list of the sorts of things we expect will appear here in the next few weeks: * Every few weeks a slot will be set aside for a Greater Vision Quest. Anyone may GM either a regular or Greater Vision Quest adventure. * Greater Vision Quests provide more opportunity to do esoteric and unusual things. * It is recommended to have at least two GMs - the main GM and a co-GM. Usually one will follow the player party and deal with their foolery and the other will brief the monsters. * Barring unlikely unforeseen disasters each week there will be at least one Metaphysic GM to hand (typically a LARPO) to answer any awkward metaphysic-type queries. * If you think an adventure you're writing may touch on the metaphysic, you may wish to consider running it by a Metaphysic GM first to make sure it fits and makes sense. * All adventures should have a Vision Quest (or a Milestone in the case of a Greater Vision Quest) after around 3 combat encounters or so, so there will typically be 2-3 of these per adventure. * You should aim to have at least some sentient (or sentient-like) monster roles turning up in your adventures, as whilst the land has had a wild animal problem since the Moonrise Event, people are usually more interesting to play. * Monster stats should tend to be around equivalent to a player of the relevant level buying only general skills and having no resource, with the occasional thing which is a little more dangerous. * When aiming to make things particularly tough, tend towards giving them HEAL calls rather than a whole load of hit points.
gming/running.1518209085.txt.gz
· Last modified: 2018/02/09 20:44 by
mousus6
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