Advice for any new Dungeon or Games Master, sourced from dozens of campaigns with hundreds of players over thousands of hours and still making new mistakes. This wisdom to new GMs is broadly split into three categories – preparing to run a campaign, writing an adventure, and running the session.
Some mechanical examples are specific to D100 RPGs like Dark Heresy, Rogue Trader or Imperium Maledictum, but the principles still work for other systems like DnD or Starfinder.
Fail quickly, keep the game moving, and have fun!
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