As a player you may not always agree with the decisions your GM makes. You may think, "I can do better than that!" Can you? If you honestly think you can step up into the world of GMs, this section will provide helpful hints on how to do it well.
Think of the game as a movie. You take on the role of director with the characters as the stars of the show. You set the scenery and provide a storyline, the characters perform in the story. You provide the twists in the plot and introduce new characters to interact with the player's characters. The only limits are your own imagination.
The most important thing to remember is to have fun. If everyone has fun, you will have a great game. Your job is to make sure everyone has fun. Come up with ways to keep the game interesting, and you will most likely have fun.
Don't let the rules get in the way! If you don't like a rule, change it! Or just ignore it. The most important thing is the story, not some obscure rule found on page 83 of some dusty old book. If you have your players roll a stamina check every four rounds, your players will quit the game. If it takes you ten minutes and a calculator to figure out the modifier on the roll to shoot the blue alien, you are doing something very wrong! Just keep it simple, don't let modifiers ruin the fun! This is a ROLEplaying game, not a ROLLplaying game. Simply pick a difficulty number off the top of your head and have the player roll the correct skill. If they can tie or beat the number, they succeed! If they come close enough, you may also let them succeed! Don't worry about it, it is just a game after all!
Reward players for being creative, punish them for being boring. This game is about excitement, not how high you can get your blaster skill! And never ever play GM against the characters! This is about making a great story, not "I created a game that has killed 114 characters!" There is no such thing as winning in the Star Wars roleplaying game. You can't even lose if you try! It's all about having fun, it's all about the story, it's all about Star Wars.
Try to come up with adventures that will excite you and your players. If your players want a thrilling starship battle, make one! Don't worry about numbers for distances, speeds, and scales, make it up as you go! Just keep the players on the edge of their seats. Don't be afraid to have the engines stalling as they appear to get away. Have other ships join the battle, both enemy and ally! Give as many details as possible, you are the eyes, ears, nose and everything else of the players.
Which sounds better : The guy shoots you. Or :
As you peer around the edge of the wooden door, you hear the distinctive whine of a blaster rifle. You look up just in time to see the blue bolt of light leap across the darkened room, aimed directly for you. Instinctively you try to turn away and run, but the shot catches you in the middle of chest, knocking you back into the slime covered wall directly behind you. You feel a slight tingle across your entire body, but are unable to move. The sound of the bounty hunter's footsteps grow closer, marching in perfect unison with the beating of your heart.
If you run out of ideas, ask your players! They may have some wonderful ideas that you may not have thought of. And they will probably enjoy the game better.
Keep the game challenging, but do not make it impossible. Give the players a chance to try anything, but don't let them get away with everything! Come up with reasons why they cannot do something, such as their ship is impounded. Don't tell them, "You can't because I said so!" This will only upset the players.
Always remeber that your word is final. If you make a ruling, the players will not always like it. Just keep things fair, for everyone. You must be impartial. Everything is up to you really. It's your game, everyone else is just playing in it.
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