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Unwritten: System Reference Document/The Art of Gamemastering
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===Portray the World=== It’s your job to decide how everyone and everything else in the world responds to PC’s actions, as well as what the environment is like. If a PC fumbles a roll, you’re the one who gets to decide the consequences. When an NPC attempts to trap a PC’s friend, you decide how they go about it. When the PCs stroll up to a food vendor in a market, you decide what kind of day the vendor is having, what kind of personality he or she has, and what’s on sale that day. You determine the weather when the PCs approach that dark building. Fortunately, you don’t have to do this in a vacuum—you have a lot of tools to help you decide what would be appropriate. The process we outline in Starting a Game should provide you with a lot of context about the game you’re running, whether that’s in the form of aspects like current and impending issues, specific locations that you might visit, or NPCs with strong agendas that you can use. The PCs’ aspects also help you decide how to make the world respond to them. The best aspects have a double edge to them; you have a lot of power to exploit that double edge by using event-based compels. That way, you kill two birds with one stone—you add detail and surprise to your game world, but you also keep the PCs at the center of the story you’re telling.
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