Running the Game

Basic Set: Campaigns · p.492

Open source p.492

The GM’s task during the game is
simple. All he has to do is listen to the
players describe what they’re doing,
then use the rules of the game to tell
them what happens, so they can
describe what they want to do next . . .
and so on. Well, perhaps it’s not quite
that simple!
The sections below will help you,
as GM, determine “what happens
next” in a variety of situations. But the
most important things are not “rules”
at all, but guidelines for good GMing.
Use common sense. When any rule
gives a silly result, follow common
sense instead. No matter how much
we playtest, no rules are perfect –
including these. Don’t let the players
turn into “rules lawyers.” Your deci-
sion is final.
Be fair. Give all the players an even
chance, and try to keep all of them
Combat Map:
1 hex/inch
involved in the action. And when you
change a rule or make a special excep-
tion, apply it equally to everybody.
Keep the action moving. A roleplay-
ing game is like a story. As the GM,
you’re the author. Your main charac-
ters have free will, and often the story
goes where they want it to go! But
when things lag, it’s your job to liven
them up. Improvise an encounter . . .
introduce a clue . . . do something to
get things back on track, or to help the
players get some ideas.
Don’t lean on formulas. This defi-
nitely includes the various formulas in
the rules! Use them when you need
them – but don’t let them become
crutches. And don’t let adherence to a
formula spoil the game. For instance,
if the hero really needs to lift that rock
to keep the action going, let him lift it.
Thou shalt not kill. Not much, any-
way. In some RPGs, life is cheap. A
Room Map:
2 hexes/inch
Area Map:
6 hexes/inch
GM doesn’t think he’s doing a good job
unless he slaughters half the party
within the first hour of play. But most
players don’t find this fun. GURPS
allows complete, detailed character
creation. It’s a shame to turn such
carefully crafted characters into can-
non fodder. Remember: good adven-
ture stories don’t kill off their heroes
without a reason. This is discussed in
greater detail below; see Keeping The
Characters Alive (p. 496). Of course, if
you and your players really like hack-
and-slash games, go right ahead . . .