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Age of rebellion gm screen
Age of rebellion gm screen










Before session 1, ask your players what kinds of things they think they might want to do in the game, and run your ideas past them to see what they think. The best policy for a GM, and especially a new GM, and especially a new GM with players who are new to gaming, is always honesty and openness. The special characteristics for weapons are one of the things I keep needing to look up, for instance. Having the GM screen will help a lot, but as you play you will probably discover other things that (based on the makeup of your group, and the kind of game you're playing, and so forth) you find yourself referring to a lot. Make cheat sheets of the rules and details you most frequently refer to. Try building a few characters using the character generation rules so you can be a better resource for your players as you walk them through that process. Play through some space and vehicle encounters. Play through a combat, and what happens after a combat (healing and so forth). Sit down with the book and a character sheet and some NPCs and run yourself through the game. You don't need to have every rule memorized what helps is having a solid command of the core resolution mechanic and a few situations that are most likely to come up, like combat, and like anything else, that familiarity will come with practice. I'll rattle off some suggestions that occur to me and I'll divide them up here as either general GM advice or stuff specific to FFG Star Wars. The RPG hobby lives or dies based on how many people are willing to take that step and put themselves out there - and every GM in existence had a first game at some point. There are many good GM books out there to help you with specific topics or give you inspiration.įirst off, I want to wish you the best of luck - Age of Rebellion is a really neat game and I think it's fantastic that you're stepping up to GM something. If you don't know the rule perfectly but can review it quickly or roll with the player actions, that's more fun than having only one solution for each challenge.Ī successful GM cares enough to put in the preparation for a fun experience for players, then realizes that you can't prepare for everything and makes interesting and fair choices to keep the game moving. Do they want to run quickly and escape from stormtroopers? Is someone into playing a bounty hunter? Do you have fans of the Jedi powers? Brush up on the rules you need for those challenges. On Hoth, who cares about the heatstroke rules? On Dagobah, do you need worry about rules for crafting large buildings?Īfter you realize the rules are your friends for helping you deal with conditions in certain situations, think of fun challenges to throw at the players. 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.

age of rebellion gm screen

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.

age of rebellion gm screen

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.

age of rebellion gm screen

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.












Age of rebellion gm screen