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Part 3: A Guide to GMing

So, purportedly, you've completed the first two parts of this training, and perhaps you've â€‹finished the Dueling training provided in the menu above. Maybe you've been in a few RPGs for a while, and think you're ready for the next step.

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Then welcome -- this is the next and final level!

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In Part 3, you will learn how to GM a game of your own (or co- and sub-GM someone else's game), all the way from designing the plot to supervising and guiding your players. Make no mistake -- GMing is a huge responsibility and commitment. For the sake of your players and your reputation as a GM, DO NOT begin a game or commit to someone else's game unless you are sure you can uphold this for a length of time. And, by a length of time, I mean months. 

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From here on out, I will assume you are creating your own game. Doing so will cover all that you need to know about co- or sub-GMing and then some. The main difference is that you must defer to the head GM if it isn't your game.

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Once again -- a short, clickable contents:

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GETTING READY

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There are several things you need to prepare before launching your RPG. It is key that these elements are set in place beforehand. Recruiting and attracting players is difficult enough. You don't want to keep them waiting too long for the first post. The following is the minimum that you should prepare:

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  • Plot

  • Character Sheet Templates

  • Reserve Help

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The Plot is the first thing you need to decide upon. While you shouldn't (and really, can't) write a very detailed plot-line, you at least need to start with a general direction of what the players are supposed to be doing. Here's an example.

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"The Players are a renegade group of Sith searching for a mysterious holocron."

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Nice, you have the general idea. But what if your players don't want to be Sith? Well, you have two options: 1) restrict players to Sith characters only, and 2) create more room. Both are viable, but it's obvious which is more inclusive and, thus, easier to find players for. Consider:

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"The Players are a renegade group of Sith searching for a mysterious holocron. Others play Jedi trying to find it first." 

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Of course, you must consider where to place characters who enter the game later. We will discuss this in Managing the Story. For now, we ignore this possibility.

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But you don't know what your players are going to want to be, and you want to keep it all-inclusive. This is a trick, so let's just work with one example to show you how to think about it. Let's say a player's character is a blind wanderer. Well, you're initial plan doesn't really have room for that, but that's not a problem. But, think about the situation your Jedi and Sith are in. Ask the player who their character aligns with (Dark Side or Light Side in this case.) Assuming they take the side of the Jedi, make it interesting for them. Perhaps they have a piece of the map to the holocron, and the Jedi and Sith are trying to get to them first. Maybe they've been imprisoned by the Sith. It will take a while to develop the smaller details around each character, but do your best to make it interesting and engaging. The plot doesn't have to be complex to make it fun for your players. You may, continuing the example, end up with a recently-escaped blind wanderer being chased by a Sith-hired bounty hunter while the Jedi and the Sith search for the holocron and the pieces of the map (located in, of course, different places). 

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I'm tempted to say an RPG is less about the overall plot than the fun each of your players has. Still, plot is essential, and you need to develop it before starting the game. Having a general sense of what is going to happen (as well as a more specific sense of what will happen in the first few posts you make -- i.e. where your characters will start and where they will be in relation to each other) is essential to not only running the game but also describing it to your players (more on this later).

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Next to prepare would be the Character Sheet templates. Part 1 discussed CSs, and thus you should know that all CS templates are different. However, I recommend something along the lines of:

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Name:

Age:

Sex:

Species:

Occupation:

Height:

Weight:

Physical Description:

Clothing:

Weapons/Equipment:

Personality:

Powers/Abilities:

Biography:

Skill Level:

Rank:

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Now, you must customize this CS to fit your RPG. You wouldn't have "Powers," for instance, if none such exist in your world. Add or remove whatever you need. I do suggest, however, that you keep nearly everything, especially skill level. If your players are to be fighting, it's best to have at least a general idea of who is stronger than who. It helps keep the story realistic and helps deal with arguments. If you're part of a group, perhaps use their system that everyone is familiar with.

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Finally, find some reserve help. You don't know how much your RPG is going to grow unless you restrict members, so it's best to have at least two or three people who will co- or sub-GM if your group becomes unmanageable alone. The desire to "go it alone" is completely understandable, but keep in mind you're doing your players (and your game!) a disservice if it's taking too long to write posts for your players. No RPG can simply be allowed to run itself -- no such thing exists! 

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You should choose people who can pay attention to details, who are willing to listen to what you ask of them, and who are available often enough to consistently help.

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The next page, Writing the Introductory Page, will detail the next most important step in creating your RPG.

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