Game Master Rules | Heroes of Fantasy

Game Master Rules

This part of the rules is intended for the Game Master only. If you have not decided to become one, in your own interest do not read this part, or you will deprive yourself and the other players of a lot of fun!

As you have already read in the introduction of the Character Rules, one of the players must become the Game Master. Among other things, this means that you must:

— Know the Character Rules

— Read these rules

— Learn the chapters “Basic Principles of the Game” and “Fighting” from the Character Rules.

— Know the basic principles of magic and deities (especially the spells and prayers the player characters use), alchemy and other areas from the book “Secret Arts”

Basic Game Master Rules

— The goal of Heroes of Fantasy is fun, and a good Game Master should make sure that nobody is bored.

— The Game Master does not play against the players and their characters! This game is not based on players winning and losing against each other, but on fun.

— The GM always has the final word in all disputes.

— Nevertheless, the GM is not infallible and should therefore admit a mistake if they make one.

— The GM must be fair; in particular, they should not favor one player or, conversely, disadvantage another.

— No rules are perfect and suit every situation. If the GM needs to, they may change them as needed or create new ones. However, they should always make sure that the new rules do not spoil the game and are balanced and fair to all players.

— The GM may punish a player who plays against their character's personality, knowledge, race and interests, delays or otherwise spoils the game and disrupts its atmosphere, by imposing any in-game penalty

Structure of This Book

Running the Game

Here you will learn how to run the game, bring it to life, how to play monsters and non-player characters, and many other important things.

Further Rules

This chapter advises you how to proceed in unusual situations that are not described in the Character Rules or in the chapter Running the Game. All rules given here are optional and it is up to you whether you use them.

Examples for Play

Here you will find sample character backgrounds, artifacts, riddles and sample adventures:

Sample Adventures

If you have no experience with creating your own adventures, this chapter offers several examples of ready-made adventures, plots, riddles and character backgrounds.

Artifacts

In this part you will find examples of several rare magical or divine items from ancient times - artifacts.

Creating Adventures

This chapter introduces you to one of the most important activities of the Game Master - creating adventures.

Creating a World

In the chapter Creating a World you will learn how to create your own world and everything it must contain.

Illiador

This part of the rules is an example of a sample world - Illiador, where your adventures can take place.

The description of Illiador consists of the chapter The Highest Truth about the background of the whole world and its basic principles, followed by legends, a timeline of events and finally the largest part, which describes the individual countries.

Bestiary

In these rules you will find examples of several monsters for beginning players, so that you can start playing even without the separate book Bestiary.

Game Master's Bestiary

For you, as the Game Master, there is also a second book - the Game Master's Bestiary. It contains descriptions of more than 250 monsters.



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