Numenera Saves Blogger or How I Learned to Relax and Focus My Adventure

Tyler Provick

Tyler Provick is a writer and a gamer that likes to combine his two interests and share them with the community.

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1 response

  1. Von says:

    “It wasn’t the specific adventure that caught my attention. It was the short, focused nature of it. In comparison I find my own adventures overwrought and overblown. Not every adventure needs a crazy plot twist. Sometimes you can throw the players in a situation, give them an obstacle and just let things happen. In my experience players are their own plot twist and the less you try to artificially introduce your own the more room you’ll have for theirs.”

    Yep. Among the most important lessons to learn for any budding DM, GM, Storyteller, Keeper, Referee or High Panjaradum With Fancy Hat, especially those who are trying to learn from sample adventures and modules (which nearly always include just such a ‘crazy’ plot twist which any media-savvy group will see coming a mile off, and which will only make sense if they bite on a given hook). So much of the sample material is from this frustrated-novelist perspective, trying to take a given shape, and sometimes – I’d argue most of the time, unless your players aren’t remotely curious about things – that’s exactly the wrong way to go about it. If you have an ending in mind, write it down and burn it so it gets out of your head. You’re not the Author, you’re the Facilitator and Referee. You’re not special, you just have certain powers that keep the pretend moving. Frankly, the role of GM needs a good hard demystifying.

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