Game Master’s Information

Game Master’s Information

Welcome, Game Master! Here we’ll go over the rest of the rules that are helpful while running a game of MnP at the game table.

What does a GM do?

Game Masters (GMs) usually do three main things:

  1. Set the stage for the adventure.
  2. Keep things moving.
  3. Make sure everybody is having fun.

Essentially, the GM is the storyteller, creating maps, setting plots in motion, and putting the PCs right in the middle of the action. Once the ball is rolling, you just try to keep it going – with roleplaying encounters and combat, mostly – and mediating any disputes that come up about the rules. Thankfully, MnP is pretty simple on the rules scale, so just focus on having fun!

Encounters

What is an “Encounter” exactly? Well, we define an encounter as any time the PCs are actively trying to accomplish something through interacting with the world. Though many encounters may involve combat with monsters, encounters may occur through:

  • Social encounters
  • Dealing with traps
  • Deciphering clues
  • Just about anything, really…

Reactions

Sooner or later, all this dungeon adventuring will result in something blocking the characters’ path, such as one or more of the creatures and monsters that live down there. It can happen in many ways such as when the party turns a corner or opens a door to see something standing there waiting. When this occurs, a reaction check can be made by the GM. Making a reaction check is the GM’s choice, and he may already have decided ahead of time that the encounter will be hostile. To find out randomly how a creature will react, roll 2d6 and compare the result to the table below.

2d6 Roll
2
3-6
7-8
9-11
12
Reaction
Enthusiastic, volunteers to help
Friendly, accepts offer
Uncertain for now
Hostile reaction
Attacks right away

 

If the party spokesman has a high Charisma or offers special inducements, subtract 2 from the roll. Likewise, if the beings encountered are intrinsically lawful or good, subtract 2.

On the other hand, if the highest Charisma in the group is below average, add 2 to the roll. If the creatures are chaotic or evil, add 2. These modifiers are cumulative.

If the party decides to flee, they may be able to delay pursuit by discarding some of their items or possessions. Unintelligent monsters will stop to pick up food half the time (roll 1-3 on a d6) and intelligent monsters will stop for treasure half the time. Burning oil may also deter pursuit by any monsters at the GM’s discretion.

For more about the combat parts of being a Game Master:

 

Ready for more?