diff --git a/gm.tex b/gm.tex index bbed26f087c0998dc31a109456e5ded4a25b3071..a2d3574652983c3f0ce07be6fc2fdf5d0f00dbe1 100644 --- a/gm.tex +++ b/gm.tex @@ -240,7 +240,7 @@ If the \gls{pc} is wounded to the point of being useless then that player is not If possible, the player should be given a new character for that one adventure, but all \gls{xp} gained can be kept and given to the old character at the end of the adventure. To put it another way, players, rather than characters, hold \gls{xp} values which can then be placed on any character. -\subsection{Rollplay Before Roleplay} +\subsection{Roll Before You Roleplay} It's hard to play `the social character'. You put all your \gls{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay the encounter and all that comes out is your natural stutter.