Crossroads MVP

Game Mastering UNFINISHED

Getting Started

The Gamemaster, or GM, is a very important role. This is the person that leads the Campaign and acts as the world and all of the NPCs.
This is arguably the most important role in any RPG, though it is sometimes possible to play without one.

Running a Campaign

As a GM, one of your main tasks will be creating and running a Campaign. This term is often used for the story the players are experiencing, as well as the world they are in.

For more information on Campaigns, see the Section.

For an example adventure, see .

General Tips

Below are some general tips to assist new GMs with their first few adventures.

Skill Rolls

The is designed so that most of the rolling is done by the Players, but that the GM can roll if they want to.

When players make Skill Rolls, there are a number of outcomes. At first it may seem daunting to new GMs, so below is a table below of example outcomes that might make it much easier to begin, helping you to keep the action moving before you are fully able to improvise on the go.

Results can be summarised as follows:

Success Value Name Description
(2) Great Success Action Success, with additional benefit.
(1) Success Action Success
(0) Partial success Action Success, but with a complication
(0) Compensating failure Action Failure, but with a benefit.
(−1) Failure Action Failure, and possibly an additional complication.

Example Benefits:

  • Advantage on the next Skill Roll.
  • Advantage on Damage.
  • Reposition yourself.
  • Learn something useful.
  • Gain something of value.
  • Put an oppponent in a .
  • Gain an .
  • Inflict a from another
    • An item is Damaged or Broken
    • An opponent is Disarmed
    • An opponent is Disoriented
    • An opponent falls Prone

Example Complications:

  • Disadvantage on the next Skill Roll.
  • Disadvantage on Damage.
  • Move to a .
  • Lose something important.
  • Opponents learn something useful.
  • Put an opponent at an Advantage.
  • Fall down.
  • Increase the danger.
  • Inflict a Condition
    • An item is Damaged or Broken
    • The character is Disarmed
    • The character is Disoriented
    • The character falls Prone

Player Choice

Players should usually be given choices if possible.

When a player scores a 0 on a Skill Roll, they are given a choice between Partial Success and Compensating Failure.

When given a benefit or drawback from a Skill Roll, players can also be given a choice.

Example:

Something always happens

Even on a failure, something always happens. Characters should rarely try something only to get a "nothing happens" result. If this does happen and the action simply causes nothing to happen, have something else trigger. A new threat appears or escalates.

If a certain action has assured success or failure, there is no need to make a Skill Roll.

Simple Example:

Additional Example:

Positive GM Moves:

  • Ally
    • Health
    • Equipment
  • Shortcut
    • Faster
    • Easier
  • Treasure
    • Money
    • Item

Negative GM Complication Moves:

  • Damage
    • Health
    • Equipment
  • Threat
    • New enemy
    • Incoming danger
  • Obstacle
    • New encounter
    • Conflict
  • Loss
    • Time
    • Money
    • Object

For more specific results, see the Section.

Fate

While Players use Fate, the GM might also use Fate.

Entangled by Fate

Upon entering a Settlement

Balance of Fate

Gain Fate die when the players use Fate Die

Building Encounters

While Encounters should typically be built according to the story, some example Encounters can be found on the Page. This may be useful for gauging the difficulty of certain encounters and deciding what enemies might be faced.

Random Encounters (change pic?)

Roll 2d6, during the day choose the lower and during the night choose the higher.

Roll Encounter Day % Night %
1 NPC 30 3
2 NPC 25 8
3 Event 20 14
4 Threat 1 14 20
5 Threat 1 8 25
6 Threat 2 3 30
7 Threat 2 - -
8 Threat 3 - -
9+ Threat 4 - -

Regions:

Mountain

Roll NPC
1 A shepherd
2 Hunters
3 Trappers
4 Army Scouts
5 Miners
6 A Noble on a hunt
Roll Event
1 gggg
2 gggg
3 gggg
4 gggg
5 gggg
6 gggg
Roll Threat 1
1 a lone wolf
2 two goblins
3 a band of goblins
4 a pack of wolves
5 a bear
6 a chimaera
Roll Threat 2
1 gggg
2 gggg
3 gggg
4 gggg
5 gggg
6 gggg
Roll Threat 3
1 gggg
2 gggg
3 gggg
4 gggg
5 gggg
6 gggg

Examples of Play???

While Encounters should typically be built according to the story, some example Encounters can be found on the Page. This may be useful for gauging the difficulty of certain encounters and deciding what enemies might be faced.

Also Page. This may be useful for understanding how character creation works.

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