Hey #Tabletop #RPG folx! I have an #AskFedi for ya!

GMs: What is your top tip for running good games (that *hasn't* been mentioned yet)?

Players: What's something your GM has done to make the game awesome that you wish more GMs would do (that *hasn't* been mentioned yet)?

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I'll start (with one of each).

As a GM, I use the 3-act play / 5-room dungeon style as often as possible. It keeps things tight, makes for satisfying progression, and can be scaled to work for almost anything.

As a player, I was shocked the first time a GM of mine rolled some dice and said "you hit, and it takes Blorp out of the fight, what does that look like?". Every GM I'd had previously would've just said "you kill Blorp". That one question has made playing characters *feel* so much more epic.

@alice Keep a spare list of names behind the GM screen, so that you can seem *really prepared* even when players go in a wildly different direction than you'd planned for.

@xgranade
I had a list prepared based on ancestry, so they'd have appropriate names. If it was a potential quest giver, I had some of those prepared with quest hooks for the PCs.

I ran an open world for my players and I'd end up with one or two dungeons they could encounter based on the region they were in and a few side quests. If they didn't actually go through one of the dungeons, I'd just use it elsewhere and retheme the rooms/monsters.

There were very few main story dungeons for them to go through.

So, I guess my advice to GMs is this: don't let your prep go to waste, there's nothing forcing that NPC, dungeon or clue to be in one specific place, it can be where the players decide to go.
@alice