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Game Master Essentials

Key concepts for running games

Game Masters
9 terms
0 / 9 completed

Terms in this track

1
Game Master (GM)

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.'

Cross-system comparison
2
Non-Player Character (NPC)

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.

3
Session Zero

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.

4
Sandbox

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.

Cross-system comparison
5
Railroading

When a GM forces the story along a predetermined path regardless of player choices. Generally considered poor practice because it removes player agency.

6
Session

A single play meeting, typically lasting 2-5 hours. Sessions may be standalone or part of an ongoing campaign.

7
Campaign

An ongoing series of connected game sessions with the same characters and storyline, often spanning months or years of real-world play.

Cross-system comparison
8
Homebrew

Custom content created by GMs or players rather than official publishers. Can include house rules, new classes, monsters, settings, or entire game systems.

9
Fudging

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.