Editing GM Theory - Ideas to help run RPGs

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:::  When inserting plot to connect and unify the various killing-them-and-taking-their-stuff sequences, I’ll be looking for ways to hook into these triadic relationships between the characters.  Players know which character is an influence on which character. The role-playing will develop one way if the players are conscious of the charted relationships, and quite another if they aren't.
 
:::  When inserting plot to connect and unify the various killing-them-and-taking-their-stuff sequences, I’ll be looking for ways to hook into these triadic relationships between the characters.  Players know which character is an influence on which character. The role-playing will develop one way if the players are conscious of the charted relationships, and quite another if they aren't.
  
::*  hit them with Bangs -- really interesting situations that force them to make decisions that matter to the characters and to the players. This means understanding character motivations. When we create the characters, I will get the players to write down some relationships they have to NPCs and PCs and the power structures of the world. These will probably be "people who matter" (to the fictional people in the setting), so everything the PCs do will cause ripples or even splashes in the pond of situation in the world.
 
  
  

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