Hey all! I'm a board gamer and PC gamer. I love RPGs in all their formats but never played a tabletop classic RPG. I know and understand the basics: GM runs the game and players interact with the story...but that's about it.
I read many threads here, on BGG and other dark places to learn a bit more about GMing, which seems really fun once you get the hang of it. I'm someone very imaginative and somewhat extraverted with my good friends so I think it will help me in the long run.
I'm also a fan of anything Fantasy, Sci-Fi, Star Wars, etc. Not the kind of fan that know the name of the dude that sold some blue milk to Luke's tutors though. I know the basics of the Star Wars universe but nothing more.
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Now, after seeing the many great reviews and comments about EotE and being an FFG game I decided to buy the Beginner Game. But not long after (couple of days max) I bought the Core rulebook, the Game Master Kit and a set of dice. I also downloaded and printed the many files (new characters, LaofH, etc) from the minisite. So I have everything I need to start playing lol.
I'm slowly reading the beginner rules but didn't finished it yet. Nothing frightening rule wise for now. My main fear lies in GMing and telling a great story to the players.
I'll try to keep things as simple as possible and will go with questions. So here they are:
1) How do you react to new elements brought by players? Like in the thread where the players want to amass a huge droid army or want to kill some shopkeepers for fun. Do you simply ask them to make X roll where X is an attribute you, the GM, decided would fit for the roll? And how many dice? Still the GM to decide how tough the roll will be?
2) If you don't know much about the SW universe, ships and vehicules technical terms, anything really, how can you remain credible? Like in a thread I read that the players wanted to replace their ship transponder and someone added that replacing a transponder requires some BOSS changes, a console blingbling thing and a YU-59649+616646 stuff to do that...can you make things up on the fly if you don't know all those details?
3) Can the GM bring new events to the story that he think would add some fluff? How much can you improvise?
4) I guess GMing requires LOTS of note taking? I certainly don't want this to feel like work and drag the game while I take notes and don't interact with my players...
5) How do you keep track of where you're at when finishing a session? Notes I guess? Any tricks on how to quickly write/summerize where the story is at when you finish a game night?
6) Any other tricks and tips to GM like it's hot?
Thanks a bunch all and I hope I can be a good GM one day!