Something improv and theatre taught me that is great for GMing but can seem counter intuitive is this:

You don& #39;t need to do as much as you think you do.

To help showcase this, I& #39;m going to link to the character sheets for Dread that got me well known on @feartheboot.
https://drive.google.com/file/d/0B0bXLcqGtFVpcUJsdENCNXNBcmc/view?usp=sharing

Dread">https://drive.google.com/file/d/0B... was not well known when I ran it---a Jenga tower was a strange thing to have in the middle. The basic ideas was this: A friend is dying and has gotten high school friends together for a last hurrah campaign, like they used to. Zombie apoc. ensues
In that game, I got a HUGE amount of emotional involvement from the players are got praised on the podcast for it. Now, at Fear the Con, my games fill pretty quickly.
And I didn& #39;t have to do much because I put what was needed on the character sheets. Strong choices.
If the players have something to care about (which they can create or you can suggest for them), when you give them a choice that matters for that thing they care about, they& #39;re creating a ton of story in their head that you don& #39;t have to build.
Steven Orr, the PC who& #39;s dying, has the question, "Why don& #39;t you talk with your son anymore?"
One player wrote that he had been a bad father and had tried to reconnect with his son, but failed.
Another time I ran it, it was because his son was an awful, evil person.
My usual question, when they got to the person they cared about on the map, was "Pull to find them alive."
Not safe.
Alive---if they decided to pull, the person they cared about would be alive.
If not--they were dead or about to become a zombie.
For most, that was all I needed
But for Steven---one player was fine not drawing. So his character& #39;s wife, who he did care about, rushed in to find his son. He chose to pull to save his wife from what his son had become.
He made that choice, not me. I hadn& #39;t mentioned his son was turning.
For the other, when the tower was so close to dropping, the player told everyone else that to go without him, and he went to die with his son and save the others, dropping the tower as the others fled the doomed city.
If they care, you may not get the entire story as it& #39;s in your head. Ask them after what they were thinking. Make it a part of after care.
But it& #39;ll create something fantastic without you having to do much.
Circle Mirror Transformation taught me that.
It& #39;s a powerful play where nothing is on the surface. It& #39;s pretty much all subtext and has a gigantic amount of silence in it.
To do the show right, I had to pull back further than I ever had directing a show before.
And then I realized I& #39;d been doing it as GM for awhile.
You can follow @improvGM.
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