QUOTE (Method @ Mar 28 2011, 01:14 AM)
Many people seem to be reiterating that improvisation is essential to creating runs. Maybe we should provide some tips to that end. Here are a few off the top of my head:
-- Know he rules. If there are parts of the rules that you struggle with or don't make sense (ahem... Matrix <cough>) use a limited rule set to start and add things in gradually. An easy way to do this is to stick to the BBB until you have a good handle on the system.
Corollary: don't be afraid to not know the rules. Each player should be responsible for knowing, at a bare minimum, the rules for how his character works. So if you don't know offhand what drones use for shooting but want to add some drones in on the fly, ask the group's rigger.
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-- Use cheat sheets, GM screens or compiled tables to quickly sort out weird situations as they arise.
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-- Create databases of contacts, NPCs, mooks, Matrix systems, locations, maps, ect. Go lurk in the Welcome to the Shadows section for ideas.
And never, ever throw anything away. Change a guy's armor, gun, and dice pool just a little and suddenly your lone star patrol cop just became a crazed ganger hopped up on kamikaze.
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-- Steal from your players: sometimes the crazy shit they come up with is better than what you had planned. Just go with it. Also, familiarize yourself with their characters. Know what gear they have, what thier capabilities are, their contacts. Sometimes when things are veering off course you can use a PCs to give you direction.
Great advice. Some of our greatest games have come from running with a player's wacky idea.
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Anybody have other ideas?
Read a lot. There are some pretty good GMing blogs and newsletters out there. Though it's unlikely you'll agree with everything they have to say, strip mining them for ideas is kinda why they were written in the first place.
Roleplaying Tips and
The Alexandrian are good places to start.