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(TFT) GM should
If a GM wants to run a "realistic" campaign, he should consider limiting the maximum ST of human-type figures to 30.
Definition of "pressure" is left to the GM — but should normally mean only while the character is on an adventure or under attack.
The GM should not award points to characters who don't participate or who waste time deliberately.
When experience points are earned (except on a secret roll made by the GM), the GM should tell the player immediately.
If a character has this talent, the GM should give him a few extra hints when the players are presented with mysterious labyrinth or building maps.
If the character uses his upper-class manner in an unwise, inappropriate, or obnoxious manner, though, the GM should give him a -2.
If the GM is giving Priests any special abilities or bonuses, a Theologian should get about twice as much.
He should NOT draw a picture or give an exact description ... the question is not whether the PLAYER can recognize the device, but whether the CHARACTER can.
The GM should give the player only a rough idea how complex the artifact he is researching is ... the player doesn't know how many dice the GM is rolling, or whether, in fact, the artifact is totally useless or incomprehensible and will never be understood.
When a party of adventurers first sets out, there are several things a GM should do to insure that play will go smoothly.
The GM should make sure that attributes add up properly, that the spells and talents taken are not too much for the figure's IQ, that the weight carried is not too much, etc.
Therefore, his "real" character record sheet should be a secret, kept by the GM.
A GM, wherever possible, should determine the reactions of his men and monsters according to logic.
If the GM is undecided between courses of action, he can flip a coin or roll a die — but he should have a good enough idea what the motives of his characters are that he will know how to play them.
The same system {critical hits/misses} should be applied by the GM when most other rolls are made — saving rolls, rolls to see how a job went, rolls to hit someone dodging.
The GM should use his imagination when determining the results of spectacularly successful (or incredibly bad) rolls:
The GM should tell them about all obvious physical features of the tunnel:
If something happens to the map in the game, the GM should summarily deprive the players of their real map (or at least part of it), throwing them back on their own memories.
The GM should assign a number of dice to each lock — a normal lock is only 3 dice.
The GM should give ties to the players.
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