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== GMing == Go for high adventure: straightforward story, defeat the villain, save the day. If you don't already have a space adventure in mind, roll four dice: {|class=wikitable |- ! roll !! Who !! Wants To !! The !! Which Will |- | 1 || Zorgon the Conqueror || Destroy/Corrupt || Space Pirate Queen/King || Destroy a solar system |- | 2 || The Hive Armada || Steal/Capture || Void Crystals || Reverse Time |- | 3 || Rogue Captain || Bond With || Star Dreadnought || Enslave a Planet |- | 4 || Space Pirates || Protect/Empower || Wormhole || Star a war/invasion |- | 5 || Cyber Zombies || Build/Synthesize || Ancient Space Ruin || Rip a hole in reality |- | 6 || Alien Brain Worms || Pacify/Occupy || Alien Artifact || Fix Everything |} As a GM, don't play to win against the players but to find out how they will defeat the story's threat. Introduce the threat by showing evidence of its recent villainy. Before the threat can affect the characters, show that it's going to happen and ask the players how they'll react. ie. "Zorgon charges the megacannons on his ship! what do you do?" or "Now that you're alone, the Queen slips her arm around your waist. what do you do?" Call for a roll when the situation is uncertain. Don't pre-plan the outcome, allow things to fail or unexpectedly succeed. Use failed rolls to push the action forward. Never let the situation stay the same after a roll is made, success or failure. Ask questions and build on the answers the players give you. "Have any of you encountered Void Cultists before? Tell us how that went down."
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