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Sunday, 27 August 2017

Lets talk about the Game Master Book - Part 1

BREAK!! is currently divided into two books (it was originally going to be one huge book, but we've since decided to split it up a bit for various logistical reasons) the Player's book and the Game Master's Book. The former contains everything you need to play, including a little bit on the game's standard setting and a couple of sample maps and various Game Master Entities (our catch all phrase for monsters and NPCs). The latter is more information on the setting, a bit on making adventures and campaigns for BREAK!! and some guides/systems for creating your own monsters, relics, settings and what not.

Splitting them up as such hardly revolutionary, but it does make things easier on Grey and allows us to cater more specifically to the purpose of both sets of information. I'm not sure exactly how we'll do it, maybe offer a bundle of both, as well as options for one or the other? (Same with PDF versions).

Anyway, I thought I'd write a bit on the GM's book as I've really not talked a lot about that half of the game.

The first chapter of the GM's book is called The Basics. It's pretty straightforward, and covers three topics overall:
  • Using The Rules
  • Tone and Themes
  • Doing right by your gaming group
The first one is a guide on when and how to apply rules while running BREAK!! - it probably won't surprise anyone, but BREAK!!'s rules are intended to be bendy and broadly applicable. Since that's easy to see, this part gives suggestions on how to utilize the basics in a way that keeps the game fair and fast.

Tone and Theme is a lot more fluid, but it's more about the sorts of things BREAK!! naturally lends itself to and how to steer these things into directions that work for you, if you so desire. (There is a bit on not trying too hard, as players tend to go their own way sometimes and that's OK too!)

The last one is the most important to me, as I feel like a lot of books don't get this quite right, usually treating players as adversaries to your enjoyment as a GM, or singling out different play-styles as being dangerous disruptions, and so forth. What I tried to do here is to give advice on keeping things fun (and yourself sane) that has worked for me.

Next week we'll go into chapter 2 of the GM's Book: Your Campaign.