How To Be a Game Master


If you've never played a TTRPPG (that's Table Top Role Playing Game) before this will be informative to you. On the other hand if you have you're probably already good to go and should stop making your players wait on you. Get the game started already. 


Much of this game is self-explanatory and it's designed specifically to be played in a few hours of gameplay. That is, you and your players can create characters in under ten minutes and play a single adventure in roughly two hours. It is divided into three adventures. So if you all finish the first adventure and want to continue advancing the characters, their story will pick up where you left off the next time you get together. And if you all want to continue playing after the third adventure this book makes that possible. The fun doesn't have to end with the finale, although once the players reach level 10 they will need to retire those characters and create new ones. 


As the Game Master you are both the storyteller and the referee. With each adventure you will follow the notes and guide the players. The notes will give you everything you need to provide settings for the players and clues as to what they should do. But never tell them directly what to do. Always honor their choices. Players must always feel that everything they do matters. They must believe that they are in control. And this game always gives them a 50/5/ chance. 


As a referee you are introducing the players to the monsters and stepping aside as they battle it out. But you're not off the hook. There are plenty of calls you'll have to make, and you'll need to tell your players how a monster is attacking, what it's doing, and what's going on around them. Battle moves quickly in this game so you'll have to stay alert. 


How To Start 

The first adventure, titled The Palace of the Amazon Queen, tells you up front this is an adventure for levels 1-3. Meaning that by the end your players should advance to level 4 and the next adventure. It also outlines the Objective, Location, Time Limit, and Villain. These are very important in learning how to design your own adventures for later. 


Objective: What the players need to do should be very clear to them. Follow the notes. This adventure states your players all meet at Lucky's Bar & Grill. This is a roleplaying game. Let them play that out. There are additional notes explaining what the setting is like and who runs the place. Players will also meet NPCs (non player characters). You play the roles of each NPC the players encounter. Make each different from the other. Have fun with it. But at some point let the objective of the story start to unfold and move the players along. Follow the notes. 


Location: Primarily this is in reference to where the party will end up to achieve their objective. With this first adventure they need to rescue the Mayor's daughter. The location they'll be rescuing her from is Queen Hippolyta's Palace. 


Time Limit: This does not mean you have to put a time limit on the game. Although that's not bad advice. Some of us have work in the morning. This means that in-game time is of the essence. Players have to rescue the Mayor's daughter before morning. 


Villain: In this case the villain is Queen Hippolyta. However, the villain is not always so clear. It's fun to have your players believe they know who the villain is only to discover there is someone yet to be revealed as the Big Baddie. 


Taking Breaks

There are four parts to this adventure, and that's with good reason. If you and your players play straight through that's roughly two hours. But you will need to take breaks periodically. Try to time it so that those breaks occur in-between parts. Ex: before moving on to part two take a break for snacks and lavatory and cell calls. Keep it brief and then announce "game on". 


Choose Your Own Finale

As players adventure on it may become necessary to give them choices. With this first adventure we show you how to do this. Always give them three options, making the third option "do whatever the heck they want". 


You can never honestly prepare 100% for what the players are going to do. GMs have tried and it doesn't seem to be possible. So this game is designed to optimize your ability to bring the adventure to a satisfying conclusion. 


With this first adventure you will give them three options. Depending on which they choose you will then read the notes as to the fate they have chosen. But if they choose to "do whatever the heck they want" you must honor that choice. It could mean a TPK or it could be a better choice in their favor. 


By the end of the first adventure your players should level up to lvl 4 and be ready for the next adventure. 


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