Run a Game
You narrate the world, call for rolls, and keep the table moving. Know the rules as tools; when they don't cover something, fairness and fun decide.
Prep pieces, not scripts. Be a fan of the player characters.
Where to go next
- Rules overview — the short rulebook.
- Do's and don'ts — prep and table habits.
- Powers for GMs — steward custom magic.
- When a character falls
- Fantasy for GMs · Western for GMs
- Campaign Quick start · Campaign Guide
May your dice be fair, your stories epic, and your players occasionally surprised.