Over on Deep in the Game, Bankuei has posted what looks like a really great method for running a game.

But that’s not the key difference in play. The difference is that the players have prepared a tool for improvisation -the character. With the character, the players don’t need to prep a list of possible events and responses, they simply use the character as a focus to improvise with. They can make up on the spot how a “hot-headed young knight out for glory” ought to act without thinking too hard.

What the GM needs is to prep tools that do the same thing. Instead of trying to guess what might happen, what the players might do, what they might find interesting, you can instead prep tools that react to what IS happening, what the players SHOW you they want to do.

The GM’s role really boils down to helping make interesting stuff happen. This breaks out into framing engaging scenes (and conflicts) and presenting neat NPCs. So let’s talk about how to make that happen…

It strikes me as a technique that’d work especially well for something like an Amber game (whatever rules system was being used), since I’ve seen the same general sort of advice discussed on various Amber forums for years. Chris really does an excellent job of explaining how the whole thing works, and I’m definitely wanting to try this out with the next game I run (whatever that might be).

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