![]() Even if you have an excellent memory and read the book regularly, there's material you just don't need to think about. There are rules in every game for many situations, most of which happen quite rarely. For example, if you make it hard to turn to the Darkside, that's going to be a very different game than if it's easy to turn to the Darkside.Īs a GM remember that you control the world and so you can keep out extraneous details. Players tend to play more effectively, in terms of mechanical knowledge, tactics and roleplay, when they know what the framework is. When using any setting that's not your own, the players will read the setting information and make certain assumptions. Since you're running a Star Wars game, be clear on how close you play to adhere to canon. But only one out of the five people have actually played a RPG before (He is actually the GM in the D & D group I am in) So, if anybody can give me tips to run the game smoothly and correctly that would be greatly appreciated. ![]() Also as a mini insight the group of players I have gotten together is me and five other people. Again, I do have the GM screen to help but I don't want to be constantly relying on that. Everything is making sense but it's honestly overwhelming having to remember all the information. I have been reading through the Age of Rebellion core book for the past week. I am though apart of a D & D group but I'm currently running a Wood Elf Cleric and my friend is the DM. ![]() The thing is I never have actually been a GM before. Since I own all of this I brought up the idea of possibly running the game with a group and me being the GM. I currently own all three core books of the FFG Star Wars RPG run, the beginner games, GM screens, and also Onslaught on Arda I. Recently during conversation with a friend of mine the subject of Age of Rebellion got brought up. ![]() Hey everyone! I'm a new poster/member on here and was looking to get some tips. ![]()
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