No, the world is enormous and you only need to worry about a small part of it. There is literally nothing over there, and no reason you'd want to go there. The game is over here. Leaving this area is the same as leaving the game, which you are free to do.

susaga@sh.itjust.works
@susaga@sh.itjust.works
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
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Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ? -
Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?I think better advice in that situation is to find players who want to play the game you're running. It might be fun to make a tunnel-exploration campaign, but I'm running that dungeon over there. We'll do the tunnel thing another time. Also, to rephrase your dad's advice, know enough of the world to be able to add shit where you need to. I don't even know if the world is round, but I don't need to. If the players are in a church, I'll make sure to know the popular religions in case I need to roleplay as a priest. -
Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?A few favourites from the Alexandrian: - Don't prep plots. Prep scenarios. If you give the players a goal and a world, they will make the plot themselves, and it'll be more interesting. And it's not like you wouldn't need those things for a railroad plot anyway. - Don't plan contingencies. Instead of explaining everything the party could do to get past the guard, just describe the guard. It's a lot more flexible, and it takes less time to prepare. - With the 3 clues rule, make sure to have different rule types. If all your clues are pieces of evidence, then a party who prefers to talk to people is clueless. - If you feel the need to ask "are you sure you want to do that", there might be a miscommunication to figure out. Maybe you didn't explain the situation clearly, or a player misheard you, or the player has an item to help things work out. - When creating a system within your setting (eg, nobility), add two exceptions to the neat and tidy rules. "Each region is ruled by a count, except for those over there which are ruled by comtes." This adds history to your world while making it less daunting to add more exceptions if you need them later. -
Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?I found a map-making site that is, let's be honest, shit. The maps it makes can only ever be "good enough", and never great. This means I don't waste time trying to make them great, and can actually finish the dang things. Plus, if the players decide not to go to the noble manor, then it's no big loss. This idea goes for a lot of the game, actually. If you spend less time on the story, then it's no big loss if the plot takes a tangent. And they probably weren't going to be as invested in a forced narrative as they would be for something more organic.