game master
In the group Player interaction.
Idea from Dhruv Jani.
One player runs the world for everyone else: describing places, playing the people the others meet, and deciding what happens next. The others play their own characters.
In the group Player interaction.
Idea from Dhruv Jani.
One player runs the world for everyone else: describing places, playing the people the others meet, and deciding what happens next. The others play their own characters.
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One player runs the world and plays everyone the characters meet, as in tabletop role-playing games.
One player sets the feats and judges whether they succeed.
One player draws the world as the others explore and describe where they go.
One player runs a world that keeps going from session to session, as in a long campaign.
One player runs a world that the others can never defeat, and the story is how they face it.
One player runs the world while the others roll and move, describing what they find on each space.
The game master lays out choices, and players pick from them in turn.
Players bid for what the game master offers, such as help from a character.
The game master asks each player whether to press on, and describes what happens.
Players claim places, and the game master decides how the world reacts.
The game master runs the places workers visit, describing what happens at each.
The game master sets the shape players are building toward and describes progress.
Players hold cards, and the game master describes what each card does in the story.
The game master narrates each trick as a contest in the story.
Players negotiate with characters the game master plays.
Players collect items the game master places in the world.
The game master places tiles as players explore, revealing the world.
The game master describes, players answer, and the game master answers them.
The game master runs the world without words, using cards or gestures.
The game master can change the rules as the story needs.
The game master runs a race, describing obstacles as players hurry.
The game master awards points for what players do.
The game master runs a world where characters fall one by one.
The game master runs a danger the players survive together.
The game master sets a goal the players pursue together.
The game master gives each player a secret want to pursue.
The game master guides the story until it reaches an ending, as in tabletop role-playing games.
The game master runs a world with no goal, and players simply live in it.
Each player tells the game master what they want, and the world responds.
The game master runs the world until one character falls.
The game master rolls dice for what happens and describes the result.
Dice decide, and the game master lets players soften outcomes with choices.
Players' choices decide most things, with a little luck the game master rolls.
The game master decides outcomes from what players say and do, with no dice.
The game master reads thrown signs as omens in the story.
The game master senses what the players want and shapes the world to it.
The game master rolls on tables and describes what the dice bring.
The game master shares everything about the world openly.
Players hold secrets the game master does not know.
The game master gives some players secret roles.
The game master hides a mystery and gives clues as players explore.
Players lie to characters the game master plays, and the game master decides who believes them.
The game master knows the world's hidden laws, and players learn them by trying.
The game master knows the answer and can only hint through the world.
The game master reveals the map as players explore it.
The game master runs a model of a real system, such as a city's water, and players act within it.
The game master runs a situation, and each player plays a real role in it.
The game master tracks a shared resource and tells players how their taking affects it.
The game master brings back players' earlier choices later in the story.
The game master introduces a new rule mid-story and players see what it changes.
After the session, the game master and players step out and talk about what happened.
The game master records what players change, and it stays for every later session.
The game master runs a world where each real day is a day in the story.
The game master runs rules that make a point about the world, and players feel it from inside.
What the game master asks of players can touch real feelings, so the group sets limits first.
The game master awards points for things like kindness, and players notice what the points do.
The game master runs a world that does not exist yet, and players try living in it.
Players take turns acting while the game master answers each one.
Everyone tells the game master their action at once, and the master settles them together.
Players act whenever they like and the game master answers on the fly.
The game master gives each player a time limit to act.
The game master sets a slow, unhurried pace.
The game master quickens the pace towards a climax.
game master neither supports nor works against the feeling excited.
game master neither supports nor works against the feeling clever.
game master neither supports nor works against the feeling silly.
game master neither supports nor works against the feeling tense.
game master supports the feeling together.
game master neither supports nor works against the feeling sneaky.
game master neither supports nor works against the feeling lucky.
game master supports the feeling in charge.
game master neither supports nor works against the feeling surprised.
game master neither supports nor works against the feeling thoughtful.
game master neither supports nor works against the feeling fast.
game master neither supports nor works against the feeling unfair in a fun way.
game master neither supports nor works against the feeling careful.
game master neither supports nor works against the feeling daring.
game master neither supports nor works against the feeling friendly.