Preparing to Run a Game
GameMastery Guide, page 15
Great Game Masters make running a game look easy, weaving memorable characters, breathless action, and vivid descriptions into unforgettable tapestries of fantasy. Players in a well-run game have a sense of danger (and a sense of accomplishment in overcoming it), plus a general feeling of spontaneity as events unfold and the characters rise to meet new challenges.
Such magical experiences require plenty of preparation, even a sense of spontaneity—it’s tough to seem spontaneous when you’re shuffling though notes.
Things to Have at the Table
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.
Campaigns
A campaign offers something more than a series of adventures. A campaign gives context and depth to a group’s activities, making them part of a larger world. A properly constructed campaign also provides you with story elements, locations, personalities, and conflicts that serve as springboards for your creativity as you create adventures. Campaigns can be completely plotted out ahead of time, such as the 6-part Pathfinder Adventure Path series, which give GMs all the adventures and supplemental material they need to run a complete campaign, or they can be crafted on the fly, with GMs stringing adventures together just a session or two in advance. A Campaign Sheet is included in the back of this book, which you can use to plan and record all of the relevant details of your campaigns.
Winging it
Preparation is great, but sometimes you just want to play. Published adventures are perfect for this, but even those require a bit of reading ahead of time. If you want to truly wing it, with nothing more than a few notes and some dice, try flipping through some completed adventures for stat blocks you can use—at the very least, you’re going to need to know things like hit points, AC, and saves—or tag some creatures in a monster book. Sketch out as much of the plot as you feel you need; it could be a whole adventure, or just the first scene. Consider throwing in a big decision requiring party deliberation whenever you need a minute to figure out the next encounter, and remember that a fun roleplaying encounter with an oddball NPC can provide extensive entertainment without any math involved. For more tips on emergency game prep, see pages 48–49. And when in doubt—roll initiative!
In this section
- 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.
- One-Shot Games A one-shot game is a scenario intended to last for a single play session.
- Essentials of Good Campaigns Most advice in the section on preparing for a one-shot game applies to campaigns as well—only the scale is different. Below are a few elements to consider.
