What makes a good Gming chapter?
I know a lot of times I've skimmed over such chapters giving me advice, and so when I sit down to write another one, I keep thinking that I'm gilding the lily so to speak. In essence adding to much thought, or too much common sense.
Yet, at the same time if I don't cover what a GM does in explicit detail, what will be left out? Where will a GM need support when things go wrong?
Tags: Fantasy RPG GMing