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Chapter 9: Running the Game
Tips and Guidelines
Rolling Dice
It is good dice etiquette for players to use dice that the GM can actually read (some have poor contrasting colours on the numbering). The players should wait for their turn to roll dice, and then roll them once. Players should roll where others can see them. Players should let their dice stand with their last result until they need to roll again. Much of the game is made exciting because of a player's chance of succeeding or failing based on a die roll; it can be less fun for other players if not everyone lets the dice decide what the results are.
Decide ahead of time as a group what counts as a valid roll. If a die lands somewhere odd or stops in a tilted position, then it is probably best just to reroll the dice without hesitation. Players should know that the actual game is not to come up with clever ways to selectively choose good dice rolls.
Hopefully as the GM you don’t have to even mention anything about dice etiquette. Most players have no desire to cheat. If a player is doing something out of the ordinary, politely let them know what you would rather them do. They probably weren’t even consciously aware that they were doing something wrong.
Related topic: See types of dice from the introduction chapter.
GMs get to roll in secrecy
As the GM, you will make some rolls in secret. For example, NPCs will take actions, such as Hide and Move Silently, that require rolls. players oppose these rolls with Listen and Spot checks. It creates more tension and drama if the players don’t know what exactly they rolling a perception check for, or what their target number is.
A GM screen (typically made of thin folded cardboard) hides dice rolls, the plot notes, NPC stats and maps you don’t want to share with the players.
Whether you decide to make attack rolls for all to see or behind a GM screen is up to you. As mentioned at the end of the sample combat discussion, each has pros and cons. Sometimes if the bad guys are doing well, it can help if the players can see your lucky streak. On the other hand, this reduces your ability to subtly manipulate the challenge level – although there are always other options.
Bad GMing
Presented below are a few things to avoid. Even though there’s a very low chance that you would be guilty of any of these, they still have to be mentioned.
Deadly
Only awful GMs set out to kill Player Characters. As the GM, it would be easy to do: just make monsters and thugs exceptionally deadly and then have the players face the overwhelming odds of these impossible challenges. It is not cool if all of the Player Characters die. It is not cool to single out one PC and kill them.
If you set up what you think is a fair challenge and one PC dies, that’s part of the game. Without the risk of death, players would end up playing the game far more recklessly. Take note though that the game is actually set up to try and prevent Player Characters from dying. Death does not occur until a character reaches -30 Hit Points. This is because the weapons in Spellchrome can deal a lot of damage. (Note that even at a -30 threshold, bleeding causes 1d4 damage per round, which means a character could die in under a minute.) Characters can also purchase impressive armour that reduces and absorbs damage. This again is to keep the PCs alive even while they take on great odds.
By all means, set up difficult challenges, but never design something that is so dangerous that it’s likely to kill every character. No one will enjoy it.
Bias
Bad GMs hold grudges, take personal matters into the game and pick favourites. Whether an issue with one of the players occurs inside or outside of the game, do your best to set it aside while you’re gaming. Deal with the issue if you can. players say stupid things. GMs say stupid things. Do your best to let it go. Hopefully everyone is at the table to have fun.
The opposite of holding a grudge might be picking a favourite. Try not to favour any of the players, regardless of out-of-game relationships. If you need to, roll dice to determine who the hulking monster takes a swing at.
Inconsistent
Bad GMs are inconsistent. If the bad guy uses a skill or spell to fully succeed at something and then a player tries the exact same thing and utterly fails, you’re going to have a problem. If, though, you did everything right, and it is only the player’s perception that this has happened, do your best to explain what’s really going on. Remember, the players only want to know what the rules are so they can play by them. And they want you to be fair.
Push over
Bad GMs give into every player request. players will want things; some of them will be reasonable, some won’t be. You’ll have to come up with criteria of your own regarding whether you grant the request or not. Ask yourself how granting the request will affect their character and your game. If it is an item, you might have to decide how available the item is (maybe you let the player roll percentile, with a 14% chance of success). Pick your battles: allow the common requests without conflict. But when you know you should say no, say no. Don’t be a push over. Be tough. The really odd thing is that the players don’t want a push over for a GM – but some will want to test you.
Tyrannical
Bad GMs are tyrants. With them, players shouldn’t even bother asking, the answer is no. players might not want a push over, but any extreme is too much.
Lack player management
Bad GMs allow a single player to grab the spotlight and dominate the Game Master's time and attention. Typically there is a group of players at the table. The other players don’t need to watch a single player take action after action without themselves getting a chance to contribute actions, ideas, queries, etc. After acknowledging a player, but before telling them the results of their action, go to the next player (or to the quiet player who hasn’t said much) and ask them what their character is doing while this is going on.
Permit infighting
Bad GMs allow one player to try to kill another player’s character. The group has to act like a team. No one wants their character to die, and they certainly don’t want the threat to come from within their group. There are lots of fun and exciting group dynamics: some characters will like each other, some might not; some might have in-game secrets or agendas, but none of it needs to result in one Player Character attacking another without some game story element first sparking it. If you get an unsolicited communication from one of your players regarding a fellow player’s character – nip it in the bud. Let them know that it is the wrong path to be following in your game. Introduce an NPC for the player to focus their energy and attention on instead (or do whatever will work in your situation). The players should have lot of villains to deal with, but these antagonists need to be NPCs.
Unprepared
Bad GMs show up late and unprepared. If you want your game to run well, plan to succeed. When you are prepared, you’re able to both relax and be in charge of the game. When it’s easy, the game is a lot of fun.
Player Character Death
- (See also below: If a PC dies)
There is no guarantee that when a character sets off on a dangerous mission or adventure they will survive. Just like GM controlled Non-Player Characters, the player controlled characters can die. Death can happen to a newly created character or an experienced high-level character that ends up taking too much damage and dying.
As the GM, it’s possible to help a character not die. Understand though, that you cannot always do this. The risk of a Player Character dying is part of the game. At the same time, you don’t want characters dying each session, especially in low risk situations.
Low Risk
Take action to reduce the risk of a PC dying any time the players are doing something fairly mundane. These situations include the opening chapter of a session or adventure, the PC fighting a low ranking henchman or thug who gets a string of lucky rolls, a random cliff, or anything else that just wouldn’t feel heroic. There should at least be a good story behind how a player’s favourite character died.
High Risk
You can’t always step in to prevent a death when the players are doing something exotic and dangerous. These situations include the end climax of an adventure, battling an infamous villain or notorious henchman, executing a daring plan, or anything else that feels heroic.
What you can do to help
- You can pull your punch. If you know a PC is near 0 Hit Points, lower the damage a little. This way, the chance is better that another character can get to them before they bleed out.
- You can have an NPC bind wounds or cast a spell to heal the PC. Obviously NPCs can’t materialize from nowhere, but an NPC that heals a PC doesn’t even have to be a non-enemy. Even bad guys take prisoners. (Read how Villains make odd mistakes.)
- Give the player another chance. Sure they just blew their jump check and should be falling to their doom, but let them grab onto something. It can still be a rough landing, but at least it isn’t certain death. Instead of landing on spikes, have it be a monster pit. Whatever the solution, it should add to the drama; if it’s just eating up time and becoming tedious, you probably want to move on or fast track to a scene that is exciting.
- Allow a single person to use the Heal Skill on a dead but still warm body. Medical miracles can happen if a character has not been dead for too long, but be careful not to set inappropriate precedents in your players' minds. A really good roll (DC 25+) can stabilize a character and bring them to -29 Hit Points. Even though you can’t technically magically heal a dead person, the Swift Healing spell – in conjunction with a last chance medical effort – can help. Add the result of a single Swift Healing casting to the Heal Skill check.
- Don’t make your opposition quite so deadly to begin with. Have some of the antagonists in an adjacent room, separate from the battle. In a round or two you can decide if 2, 3 or 4 more enter the battle. Small advantages can help the PCs if their team needs it.
- Let the players retreat. Magic doors shouldn’t appear, but build your adventures so there is cover and more than one escape to begin with.
- Allow a bit of help from NPCs. No, not a super solider NPC that kills all the bad guys in a single round, but a couple of local law enforcement could show up to help if the players transmitted a request for backup ahead of time. A few more targets that fight back can turn the tide of a battle.
- Don’t allow Critical Hits. The standard rules in Spellchrome do not feature critical hits. Other games have them, so maybe you’ll think about adding them (something like double damage on the roll of natural 20). The reason Spellchrome does not feature criticals is because many of the weapons do a lot of damage – enough that double damage would easily bypass Damage Reduction and kill PCs. If you add critical hits, monitor how they affect your game before you decide to keep them. It’s the same story for massive damage rules: this game does not officially use them – know that adding them will make for a deadlier game.
If a PC dies
When a character dies and was not able to be saved, it means that the character can no longer be played by anyone. The player can keep the character sheet.
Understand that having a character die is not a trivial event for many players. Whether they just created the character or have been playing them for a long time, the player has put effort into the PC. Obviously, try not to say anything that rubs salt in the wounds. Stay positive and let the character’s death become a part of your game’s story.
Always let the player create a new character right away. Let the new character be close in experience to the old character, around 90% of what the old character had (but never below 1st level). The new character can be like the old one or completely different in function, Ancient Sign, Social Class – anything. (Visual traits and bonuses cannot be carried over; if desired they must be rolled fresh for each new character.) Work with the player when you have a moment to figure out what kind of equipment the new character should have.
If you’re still playing the same session in which the character died, have the player let you know when the new character is nearly complete. Try to find a good spot to insert them into the adventure, and do it as soon as possible. If there aren’t any good spots, come up with some plot device for the character to join the group, even if it’s a bit absurd. Don’t make the player sit on the sidelines for too long once their new character is ready. Sometimes a character is killed towards the end of a play session. In that case, the player and GM have more time to figure everything out and come up with a more logical story device to introduce the new character next session.
GM Authority
As the GM you:
- Decide when to start the game. Good GMs ask other players what they think. Sometimes a player might not show up on time and you have to make a decision.
- Make the final decision on game rules and game rulings. It’s acceptable for others to try to change your mind while the ruling is open for discussion or after the game session.
- Decide what bonuses are granted based a on a situation. Good GMs use the guidelines given and are consistent.
- Encourage a fun and workable game play environment. Good GMs manage the game table as well as the game world. Discourage behaviour and distractions that you think will seriously disrupt the game session.
- Decide when to wrap up the game for the day or evening. Good GMs don’t end things in the middle of a battle, but instead they find a spot where the game can easily be picked up again. Good GMs end a bit before most people have to go. This leaves time to level up (if required), for questions and feedback and to make sure people don’t miss rides or get home late.
Up Next: Villain Guidelines




