Game Master

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The Game Master within roleplaying is the person around the table responsible for making sure all the non-playing characters, monsters and even the environment such as the milieu, surroundings, nature and weather.

Gunnar

Since the world's creation there has only been me as a GM in Hökaland. I sincerely hope that will change but that's the way for now. I will use this article and my section in it to describe what I want to accomplish in my campaigns, bith general and specific.

Written 2021-02-21


Goals

My main goal is to create a vivid and (under the fantasy umbrella) "realistic" experience in the Hökaland world to give players ab immersive experience where they feel their actions will have consequences and their successes be meaningful. I focus both on the large perspectives as well as details and nuances.

My secondary goal is to try and enable the world and its inhabitants to create epic, funny, horrible or emotionally significant experiences based on the players' choices, role playing skills and characters' badassness (or mistakes).

These two goals together will hopefully cme together and provide a "fun time" for any players visiting Hökaland.


Insights

Or maybe "self criticism"?

My first insight to this effect is that much of my play style is part of the "long game". It doesn't have to mean hundreds of sessions, but it usually means planning will be advantageous compared to winging it, but letting the dice rule, that same spontanous action may very well be the main source of fun in many sessions as well. Regardless, most decisions will have a consequence even if it takes dozens of sessions to happen and some consequences may be overrun by other, grander, events.

My second insight is that in my struggle to make the world immersive, it's very possible to get bogged down in NPCs and players should not feel they need to speak to every single person that approach them or that they approach. Just like in the real world, most people will not be immediately useful to you just because they happen to occupy the same space as you.


GM specifics

Lacking coherence: My first mistake with my big Hökaland campaign was to not design the campaign from the start and co-creating characters that both mesh together and work cohesively with an underlying story. Much fun has been had in this very free form of adventure and a story has crystalised over time anyway from just exposing the players to multiple sets of factions and powers within the world, but it makes planning very hard and it uses a lot more energy per "fun unit" compared to a better planned campaign. Future campaigns will of course be designed with the immediate wishes of the players in mind but also in a way where characters have some sort of immediate purpose from round one.

Fudging rolls: The GM has an interest in pushing the story in a specific direction at times and I have, as many others, a few times fudged rolls, I admit. I don't like that though and having pondered it for a long time, it is no longer something I will do (unless absolutely vital for some reason; I am not promising to never do it). Rather I reserve the right to outright SET a dice roll or outcome in a particular instance and explaining that this is "plot armour" or the like. It's possible I will tie this in to Hero Point; allowing additional ways for players to essentially "ruin" story elements if motivated enough.

RP system: The use of DnD/PF is essentially not optimal for Hökaland, which is really meant as a more "low magic" setting, generally, and the in-world rapid leveling up is especially poorly fitting. But I don't have the energy to learn a new system (maybe PF2) so this is what I will stick to for now. I will start by re-gearing the current game style to essentially level up NPCs in a story-appropriate way as PCs level up (important NPCs will level up to the challenge level they should be for the players at given level as opposed to static levels; normally still slower than PCs level up) and some suspension of disbelief will be asked of my players; look at events, actions and outcomes rather than stat lines and numbers (even if those, in fact, do determine success rate).

House rules: I will revisit all of house rules and may stop using many of them; decisions will be made on each. The Damage Conversion will definitely not be used as is; maybe some DR/conversion based on armour type rather than bonus or maybe not used at all. Maybe using wounds/crits in addition. I'll reset item costs (and I'd ok some minor power recount) to normal PF rules so Masterwork will at the very least be reworked. Maybe keeping some aspects of it; we'll see. Old items will be left as is but enchanting them may not stack. Watch this space!

Player notes: New campaigns will require players to take notes. Not to be a dick or anything but I don't have the level of energy to keep as detailed notes as I have without assistance. I haven't decided but most likely I'd ask players to write or keep a copy of their notes on the wiki.


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