{ "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-813", "markdown": "[Chapter 1: Gamemastery Basics](/Rules.aspx?ID=813)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7\r\n\r\n\r\n\r\nThe role of a GM can be complex, challenging, and sometimes difficult, but ultimately rewarding. Luckily, you’re not on your own! Not only will the other players at your game table help you tell collaborative stories, but you can use the advice here to make your games run more smoothly and feel more exciting.\n\n The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the Core Rulebook. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. \n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\n\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Chapter 1: Gamemastery Basics", "next_link": { "label": "Chapter 2: Tools\r\n", "url": "/Rules.aspx?ID=994" }, "previous_link": { "label": "Introduction", "url": "/Rules.aspx?ID=808" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7\n\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 7" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7", "speed": {}, "text": " Chapter 1: Gamemastery Basics Source Gamemastery Guide pg. 7 The role of a GM can be complex, challenging, and sometimes difficult, but ultimately rewarding. Luckily, you’re not on your own! Not only will the other players at your game table help you tell collaborative stories, but you can use the advice here to make your games run more smoothly and feel more exciting. The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the Core Rulebook. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. Running Encounters is the first of three sections that explains the three modes of play in more detail. You’ll find help on tracking initiative, improving the speed of play, running special battles, and more. Running Exploration gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more. Running Downtime covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more. Adjudicating Rules offers guidance on how to make effective rules calls and create house rules. Resolving Problems presents advice on total party kills, problem players, and power imbalances. Narrative Collaboration includes tools for players to control the story more directly. Special Circumstances discusses organized play, odd-sized groups, and players with different needs. Rarity in Your Game details how rarity can enrich the theme and story of your game. Campaign Structure clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling. Adventure Design includes tools for building your own adventures. Encounter Design explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters. Drawing Maps describes useful steps for making maps and commonly used map symbols. ", "type": "Rules", "url": "/Rules.aspx?ID=813", "weakness": {} }