GM Guide

Gamemastering involves writing, planning, acting, refereeing, arbitrating, and facilitating. When you're the Gamemaster, you're the guiding force of the game. lf the game is fun, it will be to your credit. If it isn't, you'll need to make adjustments accordingly. But don't worry running a Star Wars game is not as hard as it might seem at first.

Described below arc the different duty's of the GM. As with any hobby. focus on what you enjoy the most, but remember that the other duties are also important.

Teaching the Game

Sometimes, but not always, it's going to be your responsibility to leach newcomers how lo play thr game. This isn't a burden: it's a wondcrrul opportunity. Teaching other people how to play provides you with new players and allows you lo set them on the path to becoming top-notch roleplayers. It's easier to learn to play with someone who already knows the game. Players who arc taught by a good teacher in a fun game are more likely to stick with the hobby over the long haul. Use this opportunity to encourage new players to become the sort of gamers you want to play games with.

Here are a few pointers on teaching the game.

You need to know the hero creation rules so that you can help new players bulld characters. Have each player Leif you whal sorl of hero he or she wanLS to play. Then show the players how they can create those heroes with the Star Wars rules. If they don't know what to play, show them the hero classes, brieny describe each, and let them choose the one that most appeals to term.

Don't worry about teaching all the rules ahead of time. All the players need to know are the basics that apply lo understanding their heroes (how the Force works, what Defense means. How to make attack rolls. How to use skills, and so on), and they can pick up most of this information as the game progresses.

You need to know how to play the game. As long as you know the rules, the game can move along, and the players can simply focus on their characters and how they react to what happens in the game. Have players tell you what they want their characters to do and translate those decisions into game terms for them. Reach them how the rules work when they need lo learn them, on a case-by-case basis. For example, if a player wants her Jedi guardian to use the Force, the player tells you what the hero all atempts and you tell her what die to roll, which modifiers Lo add, and what happens as a result. After a few times, the player will know what to do without asking.

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