Edge of the Empire Book

(Joyce) #1
WHEN THE PARTY GOES OFF THE RAILS

One of the great attractions players have to roleplay-
ing games is the freedom to play their characters as
they see fit. The players will almost always push the
story in unexpected but perfectly logical directions.
One of the joys and responsibilities of the GM is to
keep the story moving when the unexpected happens.
Sometimes, the party's actions completely depart
from the story. How strictly the GM tries to keep to the
envisioned storyline depends on the GM's philosophy.
Most allow the characters to pursue their own course
for a while, inserting clues, new NPCs, or events that
eventually bring them back to the planned plot. More
freewheeling GMs might completely jettison their sto-
ryline and react to the character's new actions and
goals. Flexibility within the story is one key to great
gaming sessions. Neither approach is wrong, unless the
players become unhappy with the outcome.


PLANNING GAME SESSIONS


Planning each game session takes time and effort.
While some GMs create highly detailed outlines and
plans, others run their games free-form, with mini-
mal notes. Each GM eventually
settles on a method that works
for him, with the time he has.
Different as-


pects of game planning rise and fall in importance as
the GM's style, proficiency, and storytelling develop.
The novice GM should start with the guidance given
earlier about the first session and then integrate the
following advice when the game or story requires it.

STYLE OF PLAY

Different groups and GMs enjoy different ways of play-
ing the game. The GM should be aware of his group's
preferences, and prepare sessions that enhance, if not
cater to, their expectations. The GM should still feel
free to use other play styles if a specific scene or en-
counter warrants it. The major play styles are Combat
Focused vs. Exploration and Storytelling. Many GMs
settle on a combination of the two, alternating be-
tween story-based sessions and combat-intensive play.
Combat-focused play concentrates more on the tac-
tical moments of the game. Fighting and combat use
a significant portion of play time, limiting the depth
and complexity of other scenes. The players gener-
ally like battling their foes directly by outsmarting or
overwhelming adversaries on the battlefield. Combat
is expected to be part of nearly every session.

Exploration and storytelling focuses more on the
overall plot, and the characters' interaction with the
fantastic locations, events, and adversaries of the larger
Star Wars universe. Entire sessions or more may pass
without firing a single blaster. Conflict comes more from
the environment and NPC plans and reactions than
dodging fire. Plot lines may be more intricate, or tie into
character backstories to a much greater degree.

STORYTELLING

The core of every roleplaying game is the storyline.
The Player Characters are the main actors in a plot of
the GM's devising. The complexity and depth of the
story depends greatly on the desires of the gaming
group as a whole. A good story is an entertaining one,
not necessarily the most complex.
The GM needs
to create at least
a basic plot for
the adventure he
wants to run (or
understand it when
using a published ad-
venture). He should
take ideas from the
Player Character's
backgrounds to
tie them closely
into the sto-
ryline. For
example, a
character's

THE GAME MASTER
OF THE EMPIRE
Free download pdf