Another key lesson for GMing, I reckon, is that procedures are everywhere. Becoming familiar with procedures and comfortable with using them is a core element of running a game.
PCs decide they want to hire on a crew for an expedition to find a rumored lost mine? There’s a procedure for hiring on help.
The party heads out of town on the expedition? There’s a procedure for travel.
The PCs hear a ruckus in the forest just out of sight and it sounds like something large and ferocious is headed their way? There’s a procedure for that.
The PCs reach the landmark they seek and begin looking for the mine entrance? Yup, another procedure.
A procedure isn’t anything more than the basic play loop put to use for a specific context. Running an encounter in the forest uses the basic loop to challenge the players to respond to the situation–what choices are they making that are relevant? Fleeing? Hiding? Waiting for more information? Setting up an armed defense? Then another loop begins with the next change in situation as the beast bursts into view.
A GM can use procedures offered in the system rules or develop procedures themself. As long as the procedures cover the pertinent choices available to players and can make significant differences in the situation, they’re good. They also keep the setting and play consistent, with regular use in similar situations.
That works to make GMing easier. A novice can learn the procedures as needed and then have those tools available for all future similar situations. Every trip out into the wilds uses the travel procedures. Delving into a tomb uses an exploration procedure. And so on.
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