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GM Tools

Running a session of LFG is fairly easy, firstly because there aren't many rules, and secondly because the GM is encouraged to change the rules however the GM pleases. Everything in this document is just a guide, and GMs and players are expected to consult and discuss rules changes, tweaking the mechanics to better suit their table. Ultimately the GM is the final authority for his or her game.

As far as GM advice goes, there are plenty of excellent free GM blogs, guides and tips on the internet for those who are interested. In LFG, most situations can be handled by the GM improvising rulings based on the situation at hand, and/or whether a check of some kind is required, using the existing rules as a guide. The seven core attribute checks, along with Luck and an eyeballed modifier, should be able to handle most situations.

If the party attempts to sneak up on a group of sleeping goblins, is a Dex check required, or do the players automatically succeed?

There is no right or wrong answer to this question, and perfectly reasonable GMs will differ on their approaches. Some GMs might allow the PCs to automatically sneak up on their foes. Others will call for a Dex check, perhaps with advantage. Still others might improvise a simple 10% chance one of the goblins randomly wakes. All three approaches are reasonable, and as long as the GM tends to make consistent rulings for similar situations, the players will know what to expect and all will be well.

There is one piece of advice I will offer: don't be afraid to improvise. The most fun and exciting adventures sometimes arise out of side treks the players themselves initiate. Indeed, the LFG rules are well suited to a "sandbox" style approach to GMing, where the game world is independent of the adventurers and does not "scale" to provide "level appropriate" or "balanced" encounters. The Party Retreat mechanic allows GMs to throw whatever makes sense at the PCs, safe in the knowledge that a TPK is relatively unlikely, as the party will probably be able to escape if they must.

Whether out of the blue, or a spin off from a GM plot, if the players latch onto something and push the game in a specific direction - go with it! Don't immediately resist and try to "steer" them back to the original adventure idea straight away. Put on your improvisation cap, fire up that imagination, and enjoy the ride!

The freedom to explore and try anything is a major advantage of tabletop RPGs. The GM and players are more interactive and flexible than any computer game, TV series or written story. Use that imagination and make gaming history.