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gming:running

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Running An Adventure

This page will contain details and advice for potential GMs wishing to run an adventure. For now this is a quick bullet-pointed list of the sorts of things we expect will appear here in the next few weeks:

  • Every few weeks a slot will be set aside for a Greater Vision Quest. Anyone may GM either a regular or Greater Vision Quest adventure.
  • Greater Vision Quests provide more opportunity to do esoteric and unusual things.
  • It is recommended to have at least two GMs - the main GM and a co-GM. Usually one will follow the player party and deal with their foolery and the other will brief the monsters.
  • Barring unlikely unforeseen disasters each week there will be at least one Metaphysic GM to hand (typically a LARPO) to answer any awkward metaphysic-type queries.
    • If you think an adventure you're writing may touch on the metaphysic, you may wish to consider running it by a Metaphysic GM first to make sure it fits and makes sense.
  • All adventures should have a Vision Quest (or a Milestone in the case of a Greater Vision Quest) after around 3 combat encounters or so, so there will typically be 2-3 of these per adventure.
  • You should aim to have at least some sentient (or sentient-like) monster roles turning up in your adventures, as whilst the land has had a wild animal problem since the Moonrise Event, people are usually more interesting to play.
  • Monster stats should tend to be around equivalent to a player of the relevant level buying only general skills and having no resource, with the occasional thing which is a little more dangerous.
  • When aiming to make things particularly tough, tend towards giving them HEAL calls rather than a whole load of hit points.
gming/running.1518209085.txt.gz · Last modified: 2018/02/09 20:44 by mousus6