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GameMastery Guide / Running a Game / How to Run a Game / GMing Style Choices

Running the Game

Source GameMastery Guide pg. 25
Even once the adventure is prepped and the players are gathered, the GM’s work is just beginning. There are a few things to pay special attention to during a game session.

Initiative: Keeping track of whose turn it is during combat can be complicated. While a simple written list helps, such can get cluttered and complicated as characters hold actions and delay. The GameMastery Combat Pad allows you to keep track of initiative order by arranging the characters and their adversaries on erasable magnets and moving them as needed. You might also manage initiative by using a stack of index cards with the name of a characters or opponents written on each one—maybe even with notes for easy reference.

Dice Rolling: Some dice rolls need to be made in secret, such as when a rogue looks for a trap or a monster attempts a Perception check. At other times, you may want to roll in front of the players, such as when a pivotal save is being made during combat which could potentially kill a player character. Making rolls in the open adds a sense of drama and fairness to the moment, and your players can see the result as they root for the outcome they desire. Yet doing so can also tie your hands unnecessarily, interrupt the flow of the narrative, and generally detract from the sense of mystery. For this reason, physical barriers like the Pathfinder RPG GM Screen come in handy.

GM Subterfuge: You don’t want your players to know when something important is happening by watching for you to roll your dice. As such, many GMs roll dice unnecessarily every so often, pretending to look something up in their notes. This makes it harder for players to guess when something significant has happened, such as a failed Perception check. It’s equally important for things like finding secret doors—if you don’t call for a Perception check simply because there’s nothing to see, the PCs quickly learn that rolling dice means something is up, whether they made their roll or not.

Tracking Hit Points: During battles, you’ll sometimes have more than one of the same type of monster on the table, so keeping track of which one has all its hit points and which one is barely holding on is important. Whether you track hit points on a sheet of paper, a dry erase board, or via some other method, make notes about which creature is which and any damage or conditions it may have acquired.

Corpses: If you use miniatures in the game, what do you do with the miniature when the monster dies? Some GMs immediately remove dead or unconscious creatures to avoid clutter. Others leave the bodies where they fall, providing terrain obstacles. With the ability to use channel energy to heal friends and foes in an area of effect, leaving monsters on the board could require you to track hit points of monsters well into the negatives on the off chance that the PC cleric unintentionally catches them in a healing wave. This is just one of many situations in which a GM must choose between the game’s realism and the ease of actually running the game.

Dead Characters: Sometimes player characters die in combat. This is often a traumatic event for players, and how you handle it as GM has enormous bearing on whether those players continue to have fun or not. First off, determine whether there’s a chance for those characters to be revived via raise dead or some similar spell. If they’re likely to be revived at a later date, you can keep them engaged by having them play the role of NPC allies, cohorts, or even familiars or animal companions. Then when the combat is over and the characters get returned from the dead, they can resume their usual roles. If they’re not likely to come back, having them start rolling up new characters is a good way to keep them busy for the rest of the session. For more information on this issue, see Death of a Hero in Chapter 3.

Time Management: Keep an eye on the clock to help you wind up your game on time. If you know your game needs to end at midnight, don’t start the triumphant battle with the main villain at 11:30 p.m. Know when to gloss over less-important encounters in order to reach a good stopping point, but also don’t be afraid to pad things out and leave some goodies for next time. Finding a cliffhanger to stop on—the revelation of a piece of information, or a villain’s dramatic entrance—makes for both a dramatic conclusion and a hook to keep the players excited for the next session.

Keeping the Game Moving: One of the biggest dangers in a game session is the risk of getting bogged down. Sometimes it’s the result of the GM not being prepared and needing to read over something during the game. Other times, it is because of a player not being prepared or taking too much time to make a decision. These slowdowns can ruin the mood, tension, and drama of a game. Preparation as the GM helps minimize these risks on your end. For players, sometimes a decision merely takes a moment, and having a bit of patience is fine. Should long turns and side conversations regularly detract from the action, however, give players a time limit to declare their actions, after which they’re considered to be delaying, and you move on to the next character in the initiative order. Of course, new players naturally require more time to make decisions than experienced ones, which is why it can be useful to assign one of your more adept players as a mentor.