LisListen & Ask Questions, Don’t Plan
When you’re the GM, don’t try to plan what will happen. Instead, ask
questions—lots and lots and make them pointed toward the things
you’re interested in. Like, Cyrus gives Naomi an order within earshot
of Lady Blackbird, but the Lady’s player doesn’t register it right away.
Naomi goes to follow the order. So I ask Lady Blackbird’s player, “How
do you react when the Captain orders your bodyguard around? Is that
okay with you?” And then, when it’s totally not okay, “What do you say to
him? What do you say to Naomi?” and a few more like that and everyone
is yelling at each other and rolling dice to impose their will.
Also ask questions like:
“Does anything break when you do this crazy maneuver?”
“The fire probably spreads out of control doesn’t it?”
“That sounds like a bold plan. What’s the first step?”
“Do the two of you end up somewhere quiet together? Does something
happen between you?”
“Do you know anything about the Crimson Sky rebels? What are they
like? Is it normal for them to be this far into the Empire?”
Keep that going at a steady pace and the game flies along pretty well.
Part of the job of the GM is
listening
to what the players say, catching it,
turning it around and looking at it, and seeing if there’s anything else to
be done with it.
The GM’s jobs:
listen and reincorporate, play the NPCs with gusto,
create interesting obstacles, and impose conditions as events
warrant (especially when rolls fail).