If you've been reading this regularly, then you'll remember that I think planning is the most important part of being a GM. Well this next part might not be the most important, but it's up there, somewhere between 2nd and 5th most important, I'd wager.
To my understanding there are GMs who don't use this skill, and that makes me sad. I understand that premades/modules are a good safe route, but stories begin popping to life when you become flexible, when you dance with the players together (metaphorically speaking), when you begin to use a most useful tool - Improv.
To explain, I've heard stories of GMs repeating modules word for word, monotone from the book. That is of course one end of the spectrum, and the other is total improvisation. Most GMs fall, by the time they pack up their books for good and stop, somewhere in the middle leaning towards the improv side, depending on how long the GM for, or at least that's what I've seen.
Now, I understand how it can be scary. Going into a session without knowing what's going to happen? Isn't that for the players to do? Well yes, but if you ever get good enough you can do that too. Remember though, when I say Improv is important, I don't mean "Never plan again," I mean that you can ignore planning all the minor details and come up with those one your own.
Generally speaking, it's always good to have a vague idea, at least, of where things are headed, but what happens, and who they meet, along the way don't need to be planned. It can help, sure, but it won't ruin your campaign if it's irrelevant to your over-arching plot.
Some of you might bemoan how hard it is to get practice with improvisation without looking like a doofus, as experimenting with it in front of players can be scary and discomforting, as it's not the easiest thing to get used to. The best advice I can give here is to try and run a simple, silly, quick RPG that makes you, the GM, think on your feet. Examples of games like these would be Paranoia and Inspectres. These kinds of games trained me to be quick, and it makes a world of difference once you get comfortable with it.
To those of you still worried about the issue, still hesitant on the topic - Remember your players don't know what is going to happen, and they usually assume you do. That means there is no wrong answer, no door that needs to go unexplored as long as you have the imagination and skills ready to explore such an avenue. Don't hesitate, be creative and embrace your role as the storyteller.
I hope those of you who haven't been using such a powerful took in your arsenal begin to use it more commonly, as it can lead to quite a bit of interesting and fun scenarios you couldn't have planned. Not to mention rolling with the player's blows makes for a more dynamic, fluid campaign that can adapt easily.
May you always discover what happens as your players do,
Taylor Shuss
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