: Re: Pitfalls to avoid when using the "GM technique" for fantasy writing I've got an idea: If I were to use GURPS (Generic Universal Roleplaying System) for creating a story, then in-universe inconsistencies
A good GM knows the rulebook is more like guidelines than law. They will fudge the rules if it makes the story/game better. For instance, no letting the first redshirt bandit kill a player character in one hit because he rolled a natural 20.
The same will work for writing a story using GURPS. Use the dice as a way to make sure things stay reasonable, but don't let them boss you around. You're the author, they're just plastic.
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