Running Games
The GM specifies the sort of age PCs will be at the start of the game giving them an idea of their level of experience; that is in game terms whether they will be novices, journeymen or experts. Players may negotiate with the GM to play at a preferred level of experience but the GM has the final word. Next, the players individually create characters in co-operation with the GM. Finally, the GM may modify his plot to involve the characters the players have created and find a reason for them to come together, taking note of their individual motivations. Some players may be given additional background information at this point as appropriate to their PC description.
There may not be a common goal but there should be some pretext for the players exhibiting some co-operation as a party. A game is very difficult to run if the PCs are very seldom acting as a group. If one PC is a spy, thief or assassin working with a generally law-abiding party (there is no need for the players to know of each other’s hidden agendas) the GM may well have to play many situations with that player in private. Some of this sort of play may be fun and add to the atmosphere but too much becomes annoying for other players. Different groups will prefer a different level of party co-operation and this needs to be evolved through play. No single player’s agenda should be allowed to dominate the play. New players are advised to develop a group of characters that have strong reasons for cooperating as a party.
The GM must not have fixed outcomes for plotlines in mind. There must be room for the players’ actions to make a difference. The GM should strive to create several opportunities for players to make significant choices that will change the outcome of events. Players should not act mischievously to test the boundaries of the created world. The GM cannot possibly have detailed all options and everyone will have more fun if players go along with some of the plot ‘hooks’ that draw them into more detailed parts of the scenario.
Using Miniatures
It is useful, although not essential, to use miniatures as an aid in resolving combat situations in order the keep track of distances and movements.
- For 25mm use 5mm to a foot
- Infantry 20mm x 20mm, cavalry 25mm x 50mm. Chariots, carts and wagons 25mm frontage for each draft animal and depth of 50mm with a length for vehicle as appropriate.
- For 15mm use 3mm to a foot
- Infantry 12mm x 12mm, cavalry 15mm x 30mm. Chariots carts and wagons 15mm frontage for each draft animal and depth of 30mm with a length for vehicle as appropriate.
The end of the game and rewarding the GM
One game, that is a complete scenario run by one GM that comes to a satisfactory conclusion, may form a part of a larger campaign world. This world may develop a rich history and cast of NPCs to interact with. It may also be possible for other players to take over the GM role for different scenarios. If this is the case, each time a player becomes GM the development of his or her character is at a disadvantage if they cannot participate. The character may take part in the adventure as an NPC (if so the GM should take care to treat them with no greater favour than the other player characters and should try to keep them in the background). However as an NPC the GM’s character will not earn Wyrd Points. If one person takes a disproportionate share of the GMing this can be quite unfair. Therefore when a scenario is completed the players should award Wyrd Points to the GM to give to his or her character (or future character) depending upon how well the GM role was performed.
Players may agree to reward GM even if each game is set in different worlds or genres to acknowledge the extra effort the GM has to make to a successful game. The players should confer after the game and agree how much they collectively enjoyed the game. In the event of a disagreement, players should award points independently on each of the five elements below 1 point for poor, 2 points for average and 3 points for excellent. By dividing the total number of points for each category by the number of players a result of poor (1), average (2) or excellent (3) should be reached for each category.
The following table will give an indication of the level of Wyrd points to award to the GM:
Poor | Average | Excellent | |
---|---|---|---|
Even-handedness | 0 | 1 | 3 |
Quality of plot | 1 | 2 | 3 |
Excitement/challenge | 1 | 2 | 3 |
Keeping game mechanics unobtrusive | 0 | 1 | 3 |
Atmosphere | 1 | 3 | 4 |