Rules Index | GM Screen


Gamemastering / Basics from the Core Rulebook

During the Game

Source PRPG Core Rulebook pg. 402
The bulk of this book provides the rules you need to adjudicate the game and run things, but there are many other problems and events that can come up that require you to think quickly before they become disruptive. Listed here are several of the more common speed bumps and problems that you’ll invariably be called upon to handle during the game.

Cheating and Fudging: We all know that cheating is bad. But sometimes, as a GM, you might find yourself in a situation where cheating might improve the game. We prefer to call this “fudging” rather than cheating, and while you should try to avoid it when you can, you are the law in your world, and you shouldn’t feel bound by the dice. A GM should be impartial and fair, and in theory, that’s what random dice results help support. Some players have trouble putting trust in their GM, but dice offer something that’s irrefutable and truly non-partisan (as long as the dice aren’t doctored or loaded, of course). Still, it’s no good if a single roll of the dice would result in a premature end to your campaign, or a character’s death when they did everything right.

Likewise, don’t feel bound to the predetermined plot of an encounter or the rules as written. Feel free to adjust the results or interpret things creatively—especially in cases where you as the GM made a poor assumption to begin with. For example, you might design an encounter against a band of werewolves, only to realize too late that none of the PCs have silver weapons and therefore can’t hurt them. In this case, it’s okay to cheat and say that these werewolves are hurt by normal weapons, or to have the town guard (armed with silver arrows) show up at the last minute to save the PCs. As long as you can keep such developments to a minimum, these on-thespot adjustments can even enhance the game—so the town guard saved the PCs, but now that they have, it can give you leverage over the PCs to send them on their next quest as repayment to the guards!

Divine Intervention: The literary term for it is deus ex machina—“god from the machine.” This is what happens in a story when a plot device manifests in an unexpected (and usually unsatisfying) way to resolve a story element, typically in a way that renders the actions of the main characters meaningless. Even great authors use deus ex machina to resolve stories now and then, so don’t be afraid to use it in your game if things are looking grim. The town guard rushing in to save the PCs from the werewolves in the previous paragraph is an excellent example of deus ex machina, but so is the old classic of “divine intervention.” In this case, the PCs are faced with an impossible situation and you, as the GM, change the situation so that they can now achieve their goals, perhaps after a PC begs for aid from his deity.

You can quantify divine interventions, if you wish, at the start of a campaign. Tell every player that they get a fixed number of interventions during the campaign (it’s often best to limit this to just one such intervention). Thereafter, the PC can use this divine intervention to save himself or the party, perhaps by preventing an effect that would otherwise cause a character’s death, or to suddenly manifest an escape from a deathtrap. You, as the GM, have full power over how the intervention resolves, of course, so players won’t be able to use divine intervention to bypass plot elements you know they can handle—if a player tries this, simply tell him that his request for intervention is denied and that he can save his intervention for when it’s truly needed.

GM Fiat: The GM is the law of the game. His reading of the rules should be respected and adhered to. It’s easy to get hung up on complicated aspects of the game during play, but the game is never enhanced by long, drawn-out arguments over these complications between players and GM. When complications involving rules interpretations occur, listen to the player and make the decision as quickly as you can on how to resolve the situation. If the rule in question isn’t one you’re familiar with, you can go with the player’s interpretation but with the knowledge that after the game you’ll read up on the rules and, with the next session, will have an official ruling in play. Alternatively, you can simply rule that something works in a way that helps the story move on, despite the most logical or impassioned arguments from the players. Even then, you owe it to your players to spend time after the game researching the rule to make sure your ruling was fair— and if not, make amends the next game as necessary.

One handy rule to keep under your belt is the Fiat Rule—simply grant a player a +2 or a –2 bonus or penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules. For example, a character who attempts to trip an iron golem in a room where the floor is magnetized could gain a +2 bonus on his attempt at your discretion, since the magnetic pull exerted by the floor helps pull the golem down.

Handling PC Death: Eventually, through bad luck or bad tactics, a player character is going to die in your game. Other events, such as petrification, paralysis, sleep, and stunning can have a similar effect on the game as PC death, and the following advice should apply to those effects as well.

When a PC dies, his player no longer has any input into the game (unless he has a cohort or other allied NPC he can start playing). That player has to sit at the table quietly, watching and waiting while everyone else continues to have fun with the game. In some cases, the effect is only temporary, with another player able to step in to restore the PC to life (or cure his petrification, remove his paralysis, or whatever), but nevertheless, when a player stops playing the game because his character’s been removed from the action, you as a GM have a problem on your hands.

When such an event occurs, keep going with the game; try to resolve the current conflict or combat as quickly as possible so that the players can move on to addressing the problem of their dead ally. If there’s no way to restore the dead PC to life and the party needs to retreat to the city to pay for a resurrection, don’t delay that event by forcing the PCs to endure additional wandering monsters; just gloss over the return to civilization as best you can so you can get the unlucky player back into the game as quickly as you can. A PC death is often a great time to end the session, in fact, since you can then handle the resurrection details out of game via email.

If the player of a dead character prefers instead to move on to a new character, let him create his new character at the table. In this case, that player need not sit around bored—the act of creating a new character is involving enough that you can continue to run the game for the surviving PCs, after all. Once the player’s new character is done, let the other players take a 5 or 10 minute break while you step aside to talk to the player and learn about his new character, and to work with the player on a way to introduce the new character into the game as quickly and seamlessly as possible.

One other thing that PC death can do is bloat surviving player treasure. If your group simply splits up the dead PC’s gear or sells it, the surviving players can become obscenely over-geared for their level. If this doesn’t bother you, you should at least work to ensure that the new PC has gear equal in power to that now possessed by the rest of the party. It’s usually a much easier solution to simply assume that the old PC’s gear goes away, either being buried with his body or sent on to his surviving kin. One pretty handy way to solve the situation is to introduce the player’s new character as a prisoner that the PCs rescue, and to have the old PC’s gear be given to the new PC to equip him for the remainder of the adventure. Of course, this isn’t always a graceful solution, but it can be a good one to keep treasure levels under control until the new PC can sell off parts of his old character’s gear to purchase new gear. In this situation, consider letting the PC get full resale value for his gear, since you don’t want to penalize him for losing a character by saddling him with half the gear he used to have.

Rolling Dice: Some GMs prefer to roll all of their dice in front of the players, letting the results fall where they may. Others prefer to make all rolls behind a screen, hiding the results from the PCs so that, if they need to, they can fudge the dice results to make the game do what they want. Neither way is the “correct” way; choose whichever you wish, or even mix and match as feels right for you.

The only time you should not reveal the results of a die roll to the player character is when knowledge of the roll’s result would give the player knowledge he shouldn’t have. A good example of this is saving throws against effects that the player shouldn’t necessarily realize his character has been exposed to (such as a disease or a subtle, long-acting poison).

Troublesome Players: Play the game long enough and eventually you’ll find yourself with a troublemaking player—it’s just an unfortunate fact of any pastime that involves multiple people interacting in a team-oriented event. To a certain extent, you can rely on other players to help mediate problems with a troublemaker, but sometimes you’ll need to step in and ask the player in question to cease his inappropriate behavior. Don’t be afraid to ask the troublemaker to leave the game session if he won’t correct his behavior after a polite but firm request. If tempers are running hot among multiple players, don’t hesitate to call the game session early and break up, giving the players time to cool down and get over the event.

Campaign Journal

All Game Masters should keep a campaign journal. This can be a simple folder containing stacks of paper, a three-ring binder, a PDA, a computer, a tablet, a notebook, or anything else that you can keep notes in. Use this journal to record your thoughts and ideas related to the game as they happen, before, during, and after the game session. As you continue to run campaigns, you’ll doubtless need to expand your journal. Periodically, you should back up your journal, perhaps by copying the contents to a computer and saving them to a DVD, or maybe just by photocopying the contents and stashing the copy in a safe place. Nothing’s more frustrating than losing 3 years of campaign notes due to a crashed hard drive or a natural disaster!