Executive Summary: Objects and events only become real when they're observed or experienced, in this case by the PCs. Once something becomes real, it must impact the story in some way, but that impact may not be immediately obvious. Schrödinger's Gun GMing shows you how to build a GM toolkit and prepares you to maintain a coherent story arc through sessions of improvisational play. With this method, the reality behind the GM screen isn't pre-designed and immutable, but a quantum cloud of possibilities waiting for both the GM and the PCs to define events, make choices, and create the story through playing the game.
- Who'd want to arm a physicist anyway? - Intro, definition, and goals.
- Emptying your hypothetical box. - GM-centric attitude adjustments.
- Placing Plot Dominos - Thoughts on scope and rough plot mapping.
- [Got Loot?] The 3 Types of Loot - How to simplify hoard generation.
- Agile RPGs, Scrumming Players - Using Agile dev concepts in GMing.
- Baiting Your Plot Hooks - On offering adventures to your party.
- The MacGyver Theory - Tighter plot weaving for more awesomeness.
- Monsters on the Fly - Mix standard monsters and templates to taste.
- The GM Paradigm - Control the Primodial Ooze, not just the world.
- The Power of Perception - Observation Creates Reality. *Drops Mic*