To Screen or Not to Screen?

Basic Set: Campaigns · p.490

Open source p.490

Many GMs prefer to use folders, books, or other opaque items to
screen their notes and die rolls from the players. Others find that it dis-
tances them from the game, and like being right out with everyone else.
This is largely a matter of taste; we point out only that there are situa-
tions in which a GM should roll secretly, and you should have some
easy way to do that.
is an artist in the group, he may help
by drawing the characters as they are
described.
Check for skills, etc. improved since
the last play session. In a continuing
campaign, the PCs earn character
points that they can spend to improve
their abilities. Sometimes the PCs can
study, work at jobs, etc. between play
sessions. Therefore, some characters
may have better skills or abilities than
they did last game session. This is the
time for the players to work out such
matters with the GM. (If everyone in
the group has net access, it might be
better to work on this via e-mail
between games, to avoid slowing
things down.)
Fill out the GM Control Sheet.
While the players are getting to know
each other (or each other’s charac-
ters), the GM should check over the
character sheets, make sure every-
thing balances, and copy necessary
information onto a GM Control Sheet.
This reference lists attributes, second-
ary characteristics, special advantages
and skills, etc. for each PC. When the
GM rolls in secret to determine who
sees something, who understands
something that everyone sees, who
resists a spell, or who that bad-tem-
pered dwarf takes a dislike to, this
sheet is valuable.
Brief the players. Tell them what’s
going on, give them some idea what
the adventure will be about, and (in a
continuing campaign) refresh their
memory about the last game session.
There are many ways to do this. You
can always just tell them. But it’s much
more fun to start play and then “set
the scene.” Let the characters immedi-
ately find a map or old book . . . meet
someone who tells them an interesting
rumor . . . befriend someone in need
of help . . . witness a wrong that needs
righting . . . or whatever.
Let the game begin!