GMs have a lot of work and roleplaying to do. The easier their job is, the smoother the game goes. I’ve talked about the GM tools in the game before, but I’m thinking they deserve a quick-reference page as an appendix as well. With one, a GM could have a sort of Don’t Panic button in the back of the book.
What are these GM tools? Glad you asked. Here’s a draft:
- Average Person Rule. All difficulties are based on what an average person could do. +4 is challenging, +8 is difficult, +12 is arduous, and +16 is impossible.
- Take Half. Don’t waste time rolling dice if it won’t enhance the game.
- Four-Second Monster. Yes, “one-second” was a little fast. It now takes four times as long to make a monster on the fly. Determine level, set its good skill equal to the level, set its good attribute (the non-10 attribute) score to 10+level, give it d8 armor and weapon, and customize as needed.
- Let Players Help. There are several ways for players to help! They can track their own damage, actions, and postures. They can add depth by acting out their actions and damage taken, and they can even run NPCs if those NPCs don’t know any secrets.
- Rule Zero. Yes, the GM can be wrong, but arguing just slows down the game. If a player’s concern isn’t critical, ask him to wait until after the game to discuss it.
There are probably more GM tools, but these are a good start…