[Running Encounters](/Rules.aspx?ID=829)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10\r\n\r\n\r\n\r\nRunning engaging encounters can require you to track a lot of different information. Knowing what details to prioritize can make encounters easier to run and more fun to play. This section provides tips to help you run encounters that are fast and entertaining to play. \n\nThough the [_Core Rulebook_ discusses running encounters starting on page 493](/Rules.aspx?ID=512), this section supplements that information. Though this chapter contains detailed advice about many topics, it’s important to remember that, as a GM, you should primarily focus on the following tasks. \n
Answering questions quickly and decisively whenever possible.
Building anticipation for what happens next.
Emphasizing thrilling action and setting a rapid pace.
Letting players know when they’re up, and preferably when they’re “on deck” to go next.
Showing the immediate consequences of actions.
If you’re interested in building on the topics in this section, [information on designing combat encounters appears on page 46](/Rules.aspx?ID=969). Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the [influence](/Rules.aspx?ID=1201) subsystem.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\n\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n",
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"text": " Running Encounters Source Gamemastery Guide pg. 10 Running engaging encounters can require you to track a lot of different information. Knowing what details to prioritize can make encounters easier to run and more fun to play. This section provides tips to help you run encounters that are fast and entertaining to play. Though the Core Rulebook discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, it’s important to remember that, as a GM, you should primarily focus on the following tasks. Answering questions quickly and decisively whenever possible. Building anticipation for what happens next. Emphasizing thrilling action and setting a rapid pace. Letting players know when they’re up, and preferably when they’re “on deck” to go next. Showing the immediate consequences of actions. If you’re interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem. ",
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