Game Master Essentials
Key concepts for running games
Terms in this track
The player who runs the game: describing the world, playing NPCs, presenting challenges, and adjudicating rules. The GM facilitates the story but doesn't 'win' or 'lose.'
Any character in the game world controlled by the GM rather than a player. NPCs can be allies, enemies, or neutral parties the players interact with.
A pre-campaign meeting where players and GM establish expectations, discuss themes and boundaries, create characters together, and align on the type of game everyone wants to play.
A play style where the GM creates a world with locations, factions, and situations, but the players choose what to engage with. The story emerges from player choices rather than a pre-planned plot.
When a GM forces the story along a predetermined path regardless of player choices. Generally considered poor practice because it removes player agency.
A single play meeting, typically lasting 2-5 hours. Sessions may be standalone or part of an ongoing campaign.
An ongoing series of connected game sessions with the same characters and storyline, often spanning months or years of real-world play.
Custom content created by GMs or players rather than official publishers. Can include house rules, new classes, monsters, settings, or entire game systems.
When a GM secretly changes dice results to achieve a desired outcome. Controversial - some see it as protecting fun, others as betraying the game's trust.