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The most useful advice I have for GMs running _any_ RPG that's new to them is '''"relax, and don't overthink it,"''' and that applies many times over for '''Pokéthulhu'''. <br> It's the kind of game where players usually bring a lot of enthusiasm to the table (anytime you let gamers play small children or animals, there's an extra level of energy) so it can be overwhelming if you let yourself feel too unsteady.  <br> 
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===STEPS TO ADVENTURES===
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*  Begin with simple set-ups that highlight the game's basic goals:
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**  the meeting and acquiring of new and interesting thulhu
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**  the sporting battles between cultists
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**  the exploration of creepy gambrel-roofed structures
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**  the flipping-through of ancient tomes to look for the pictures
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**  the occasional summoning of something that makes the universe go pop
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<br>  The starter adventure provided with the game (2nd and 3rd Editions only) is a solid one, and it's pretty easy to concoct more, either by twisting Lovecraftian bits or twisting Pokémon bits, or both or occasionally neither.  <br>  <br>  ''--S. John Ross''
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[[Pokéthulhu RPG Campaigns: Main Page]]

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