Introduction

As a game master, you are responsible for guiding the narrative and playing as the world that exists around your PCs. You are the massive sandstorm that hinders their journey, the innkeeper they befriend while seeking shelter, the mysterious stranger in the corner who asks them for help, or anything else that comes up during a session. Being a GM can be one of the most fun, exhilarating, and fulfilling experiences at the table—but it can also be intimidating, especially when you're learning a new system.

Parts of this chapter are much more conversational than the rest of the book. The previous chapters were primarily focused on delivering the mechanics of the game; while we're going to cover mechanics in this chapter as well, we're also going to talk about topics that lend themselves much better to a conversation than hard-and-fast rules: aspects of gameplay like story structure, improv, and worldbuilding. Because, at the end of the day, the "big secret" about GMing is that you aren't bound by a rigid ruleset like the players—you get to make it all up. Whether you made it up the week before, the day before, or in the moment at the table, you're always crafting an experience for your players through the decisions you make.

This chapter is dedicated to giving you the tools you need to run a game of Daggerheart: understanding the core mechanics; creating memorable encounters; planning exciting sessions; knowing how to select, create, and use GM moves; crafting a full campaign; running dynamic NPCs; and more.