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GameMastery Guide / Getting Started / Preparing to Run a Game

Things to Have at the Table

Source GameMastery Guide pg. 16
Supplies and materials on the list that follows keep the game from derailing as you fumble for what you need.

Rulebooks and Other Game Materials: You need copies of whatever rules are in use, plus a copy of any supplement or expansion that deals with player character abilities. If it’s a book that’s referenced frequently by players, it’s often appropriate to ask players to provide their own copies. Dice: An inadequate supply of dice can slow a game to a crawl. At minimum, make sure each player has a full set of the dice most commonly used in the game: d4, d6, d8, d10, d12, and d20.

Writing Materials: Everyone needs a pencil and some notepaper. In addition, it’s a good idea to keep a supply of blank character sheets handy.

Miniatures: Many GMs use miniatures to keep track of the action. These work best on a scale map of the adventure scene, typically a gridded battlemat suitable for use with erasable markers (such as GameMastery Flip-Mats), though the right computer equipment can project or print maps to scale.

Props and Associated Supplies: Props and player handouts, such as sketches of important items, maps for player reference, and written notes, can speed play and help hold the players’ interest. SEVEN ESSENTIALS FOR GOOD PREPARATION Exactly what kind of preparation is needed varies from game to game. If you follow this checklist, however, you’ll be ready for just about anything.