
The Gamesmaster's Companion is the fourth book in the QUERP series. This book has been written to introduce new Gamesmaster's to QUERP but could be adapted to introduce a budding Gamesmaster to any game system. Within these pages you will find a whole host of rules, suggestions and aids to help you create your own game world, to write an adventure (both campaign and single session) and new monsters to fill them. There is also a blank dungeon map to get you started. Gaming aids include a city generator, a complete list of spells from all of the QUERP books plus many new ones, magic item tables and descriptions and a the first part of a campaign adventure - Realm of the Ice Giants pt1 - with suggestions and tips for writing the second and third parts. QUERP really is the game of Quick Easy Role Play. EXTRACT FROM THE QGMC - BEING A GAMESMASTER Being a Gamesmaster is a difficult, but ultimately rewarding, task. Your gaming group is expecting YOU to create a scenario for them to send their newly created character in to. They are expecting YOU to have all the relevant game materials, dice, maps, figures and floor plans at your finger tips to enable the game session to run smoothly and they are expecting YOU to know the adventure inside out and make the game session atmospheric and fun. If this doesn’t sound like you then close this book now and pick up the Player’s Companion instead. For me, there is no greater reward than hearing your players say, ‘what a great game tonight. We cannot wait for the next one’. Personally, I would be a Gamesmaster every time. PLAYERS VS GAMESMASTER The first and most important rule of being a Gamesmaster is that this is NOT a game of you verses the players. You are not there to kill everyone, you are not there to stop the players completing the quest and you are not there to punish players who continually roll great dice scores (however tempting that may be). Your job as a Gamesmaster is to be a versatile story teller (I say versatile because at some point your players will do something in the game that is unexpected and not part of your adventure). Enjoy watching the characters overcome a difficult monster, trap or obstacle. Don’t secretly think to yourself… I will get them next time and scribble an additional 4 dragons to the next encounter. Listen to your players while they are trying to unravel your plot. They may well be barking up the wrong tree, but what they are saying may very well make a great addition to your adventure or campaign. Author: Jamie Wallis |
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