Dragon Age RPG, Set 1 - Game Master's Guide.pdf

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Dragon Age: Game Master's Guide
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Chapter One
If you are reading this book
that means you have chosen
to take on the role of Game
Master for your group. This is an important and chal-
lenging job, and also a rewarding one. The Game Master
or “GM” is equal parts storyteller, referee, social direc-
tor, and supporting actor. The Game Master’s Guide has
been designed to teach you how to run a game and sup-
port an ongoing series of adventures. In its pages you’ll
ind advice, additional rules, adversaries, rewards, and
an introductory adventure, The Dalish Curse , which you
can use to kick off your campaign. If you are not a GM,
you should stop reading now and pick up the Player’s
Guide instead; that’s the book for you.
The GM’s Job
Becoming the Game Master may look intimidating, and
it can be, but taking on the role is also a lot of fun. The
advice given in this irst chapter is general and meant to
prepare you to be a sucessful GM. For speciic advice on
the Dragon Age rules, see C h a p t e r 2: U s i n g t h e r U l e s .
While the players are responsible for keeping track of
their characters and deciding on their actions, the Game
Master is responsible for everything else in the game. A
good GM tries to make sure the game runs as smoothly
as possible and is enjoyable for all of the players. Many
The Art of Gamemastering
components go into creating a good Dragon Age game.
The following sections give you all the basics, but expe-
rience is the best tool to help you become a better Game
Master and get a feel for the job. The essential parts of
Game Mastering are:
Adjudicating the Rules
Like all games, Dragon Age has rules, and those rules
sometimes require some interpretation to determine an
exact outcome during play. It is the Game Master’s job
to decide rules questions and make decisions regarding
the implementation of the rules in the game. The rules
provide a framework for you, but they cannot cover ev-
ery contingency. You must be ready to make the call
when the players do the unexpected. And they will!
Preparing Adventures
Dragon Age focuses on the heroic adventures of the main
characters controlled by the players (the “Player Char-
acters” or PCs). It is the Game Master’s job to create the
opportunities for adventure and to “hook” the charac-
ters, giving them a chance to meet new challenges. You
can do this with pre-written adventures, adventures of
your own design, or a mix of both. Even when using
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a pre-written adventure, a good GM often customizes it
to better suit the player characters.
group and is inhibiting everybody’s fun. While the
Player’s Guide contains the core of the game system,
there is more that the GM needs to know. C h a p t e r 2 of
this book, U s i n g t h e r U l e s , gives you those rules and
advice on how to use them.
Running the Game Session
The Game Master is much like the director of a play,
coordinating all the various elements of the game to
make it happen. So it is the GM’s job to set up the ad-
venture, introduce the events to the players, and nar-
rate the story according to their decisions about their
characters. It is also the GM’s job to take on the roles
of the various supporting and adversarial characters,
describing their actions and interactions with the play-
ers’ characters. All the while the GM must maintain the
pace of the game, trying to keep things going at a good
clip and moving the story forward.
S e c r e t t e S t S
Sometimes it’s a good idea to make certain tests se-
cretly, so the players don’t necessarily know the result.
This is usually the case for any sort of test where the
characters don’t immediately know whether they’ve
succeeded or failed. For example, you may want to
make Perception tests secretly. If the test succeeds, the
character notices something. If it fails, then the player
doesn’t know whether it’s because the character failed
to notice something or there just wasn’t anything there
to notice in the irst place.
One easy way of making secret tests is to make a list
of random rolls in advance. When there’s a need for a
secret test during the game, mark off one of the rolls
from your list and use that for the test result. This way,
the players don’t even know you are making a secret
test for them.
Planning the Campaign
The Game Master plans out the overall “arc” of a series
of adventures, creating what is known as a campaign
(named for military campaigns, since early roleplaying
games were derived from war games). Some GMs plan
out a whole campaign in advance, working out a series of
adventures taking the PCs from one place and challenge
to another, while other GMs have a more open-ended
approach, perhaps only planning one or two adventures
ahead and seeing how the story unfolds through the
players’ choices and the characters’ actions.
Adjudicating
the Rules
The Game Master serves as referee when it comes to
applying the rules of Dragon Age fairly and equally
to help ensure everyone has fun. Part of this job in-
volves knowing the rules: prospective Game Masters
should read through both the Player’s Guide and this
book carefully and have a good working knowledge
of the game. The rest of the job is applying the rules
to events that come up during the game. This may be
as simple as knowing which rule applies to a given
situation and following it, or as complex as coming
up with a new application of the rules on the spot or
modifying an existing rule that isn’t working for your
G a m e m a S t e r F i a t
On occasion a particular die roll may result in an anticli-
mactic or just plain dumb outcome. In such a case, feel
free to change things a little to make the outcome more
interesting or more in line with how the game should
go. This is called “Game Master Fiat,” since the judg-
ment of the GM overrides the strict letter of the rules.
Isn’t this cheating? Well, yes, in a manner of speaking it
is, but it’s “cheating” in order to make the game more
interesting and fun for everyone involved. So long
as you don’t alter the outcome of die rolls unfairly or
maliciously and you do it to help ensure the game is
fun, interesting, and challenging, you shouldn’t have
a problem. Besides, the players don’t have to know you
change the occasional die roll behind the scenes. That’s
one of the reasons it’s a good idea for Game Masters to
roll their dice out of sight of the players and then an-
nounce the results.
Dragon Age in a Nutshell
Although Dragon Age has a fair number of rules, particularly when it comes to the various class powers and tal-
ents, the core of the game is quite simple: most everything in Dragon Age can be handled with an ability test.
So, when all else fails, if you need to come up with an immediate way of handling a situation and the game
rules are not clear, choose the ability and focus that best apply, and call for a test using them. You can base the
outcome on the result of the test or compare it against a target number, using the Basic Test Dificulty table
(see page 18), to give you an idea. Then just continue on with the game.
So long as you remember this basic rule of thumb, you can handle almost any situation likely to come up dur-
ing play.
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Adventures
An adventure is a single story in an ongoing campaign.
Think of an adventure as a single chapter in a novel, or
even a single novel in a grand series (for particularly
long adventures). Sometimes adventures stand alone,
with a clear beginning, middle, and end all in the same
game session. Other times the adventure spans several
game sessions before the entire story is wrapped up.
Creating a Dragon Age adventure is a fairly simple pro-
cess. First, deine the threat or challenge around which
the adventure revolves. Then outline the overall plot,
and describe the encounters the heroes are likely to have
during the adventure. You’ll also want to make sure you
have game statistics and character sheets for important
supporting characters and foes in the adventure.
Now, that’s what would happen if the heroes weren’t
around. Odds are the players aren’t going to just allow
the bandits to get away with their crimes. They might
have a friend who was the victim of a raid, or a nearby
settlement could hire them to deal with the problem.
Their liege-lord might order them to investigate, per-
haps even all of the above! The heroes can begin inves-
tigating, trying to learn about the bandits, who they are,
and what they’ll do next. They might set a trap to lure
them out into the open, or try and follow them back to
their hideout, or capture one for interrogation. Exactly
how things go depends heavily on what the players
choose to do.
Try to focus your plot on the actions of the opponents,
letting the player characters react to things as they hap-
pen. It’s hard to base the plot on what the heroes will do
because you don’t always know what that is. By focus-
ing on the challenge, you give the heroes the freedom to
do whatever they want in response, and you can then
modify the villains’ plans accordingly.
D e F i n i n G
t h e c h a l l e n G e
Dragon Age adventures typically focus on a particu-
lar challenge. It might be anything from an incursion
of darkspawn into a border region, to a sensitive dip-
lomatic mission to a nearby kingdom, or a quest for a
mysterious artifact with the power to save (or destroy)
the world. When the challenge presents itself, the he-
roes must igure out how to overcome it.
The threat in a Dragon Age adventure is often a villain
with a scheme the heroes must thwart. It can also be
a non-player character with an agenda the characters
can aid, such as protecting a border region, clearing a
notorious group of bandits from the forest, or arrang-
ing an alliance through marriage. The land of Thedas
has plenty of inspiration for adventures, and you’ll ind
many suitable villains in C h a p t e r 3: a d v e r s a r i e s .
S u b P l O t S
As you gain experience as a GM, you may want to
weave in subplots to your campaign. They can be relat-
ed or unrelated to the adventure and they serve to mix
things up and keep the players guessing. Subplots are
also a great way to use the goals and ties of the PCs and
you should keep your eye out for opportunities to do
O u t l i n i n G t h e P l O t
Once you have an idea for a challenge in mind, give
some thought to how it manifests itself. Outline a series
of events surrounding that challenge. This gives you
the overall plot of your adventure, a sort of roadmap
you can follow while you’re running the game to know
what is likely to happen next.
For example, you decide the challenge in your adven-
ture focuses on a group of bandits attacking travelers
along a main road in one of the border regions. Not
only are they a threat to local commerce, but they have
also inlamed political tensions, as the neighboring no-
bility have accused each other of backing the bandits. If
left unchecked, their depredations will eventually lead
to a bloody skirmish, perhaps even a small war, in the
region, costing many lives.
The Art of Gamemastering
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Creating
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so. Let’s say a goal of one of the PCs is to ind his miss-
ing sister. When investigating the bandit menace, he
discovers that his sister is one of these outlaws. Worse
yet, she has embraced the bandit life and does not want
to give it up. Now the group as a whole must deal with
the bandits, but that player must try to igure out what
to do about his sister. This makes the story more com-
plicated and has the potential for great drama.
Then decide if the encounter is primarily about combat,
exploration, or roleplaying, and note this accordingly.
Try and set up a good mix of the three types of encoun-
ters, since they provide a variety of challenges and styles
of play to keep all of the players involved in the game.
t h e G r a n D F i n a l e
Then there’s the big inish to the adventure, the grand i-
nale. This is when the heroes inally confront the main
challenge of the adventure and have a real chance to deal
with it. It may be a inal showdown with the villain, avert-
ing disaster, accusing a murderer in the throne room, or
confronting an army in a climatic battle. Whatever the
case, this is when events in the adventure come to a head
and it’s time for the heroes to step up and save the day.
The inale is the big payoff, what the players have been
working towards, so you need to make it as exciting
and fun as possible. That means the inale should be
challenging. On the other hand, the inale shouldn’t be
so tough the heroes can’t possibly win, or the adven-
ture just ends in frustration. Give the characters a solid
challenge, but you can tip the odds slightly in their fa-
vor by setting them up with a special resource or “ace
in the hole” during an earlier encounter.
For example, perhaps the party is dealing with a dark-
spawn about to be unleashed from a nearby ruin. They
have dealt with most of the creature’s cult of minions and
are ready to inish off the evil wizard who is trying to
free the monster. Along the way, they have learned the
darkspawn has a weakness: a particular spot where its
e n c O u n t e r S
Your plot outline gives you a number of potential en-
counters the heroes may have during the adventure. An
encounter is a single challenge, interaction, or activ-
ity, such as a ight, the investigation of an area, a chase
through the city, and so forth. Using your outline, you
can get a good idea of the possible encounters during
your adventure. In the previous example, the heroes
may have encounters with the bandits on the road, at
a settlement, or at their hideout. They may investigate
the sites of previous bandit raids, or interact with survi-
vors who might have useful information.
Outline the possible encounters and take note of the
important details in each one. For example, when and
where will the bandits’ next raid take place, and can the
heroes igure it out in time to be there and stop it, or will
they only learn of it after the fact? Who is the target of
the raid and how do they react to the characters? Where
can the survivors be found and what do they think of
outsiders investigating? Might word of the heroes’ in-
vestigations ind its way back to the bandits somehow?
And so forth.
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