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Sentinel Comics RPG Core Rulebook

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The GM’s Principles

As you run your games of Sentinel Comics:

The Roleplaying Game, there are a few main

ideas to keep in the front of your mind:

• Make the rules a way to deliver fun

• Drive play toward hard choices and sacrifice

• Players control the destiny of their heroes

Make Rules a Way to Deliver Fun

As the GM, it’s your job to apply the rules as the

game progresses. By keeping your mind on the

rules, you allow the players to immerse themselves

in the fiction of the comic book story unfolding

at the table. You need to keep track of things like

the scene tracker, choose from the correct actions

when taking a turn for minions, and make rulings

whenever questions arise. But you also need to

make sure that this is a thrilling experience for the

players! Here are some suggestions for how to use

the rules to frame a good time.

Teach the Rules

An often overlooked but absolutely vital role of

the GM is to help players learn the game. Some

enthusiastic players will buy copies of this book and

throw themselves into mastering the rules, but other

more casual players just want to have fun rolling

dice with their friends and don’t put a high priority

on learning the intricacies of the system. Different

people play for different reasons, and everyone

should be able to have fun. Be ready to help any

of the players with rules questions and guidance,

be patient with players who aren’t as motivated

to learn the rules as well as you know them, and

make sure players who do learn them well get the

opportunity to use that mastery.

Be Fair

While running the game, try to apply the rules

as evenly as possible. Don’t play favorites, and

work to ensure that every player gets a chance

to contribute. While different players naturally

engage at different levels, if someone gets talked

over or ignored, make sure to ask them specifically

what thoughts they have and what they think

should be done. Make sure the more rules-savvy

people (including you!) don’t steamroll other

players, even with well-meant advice. Each player

has the right to play their own hero, with final say

over what that hero does.

Sharing the Spotlight

If one or more players are hogging the spotlight

and not giving other players opportunities to shine,

step in to change that. In social scenes, it can help

to use a formal structure involving the action order,

as discussed in Social Scenes on page 169. In action

scenes, making sure everyone has equal amounts of

action order time and encouraging players to make

their own decisions on their turns helps. Players

should be confident that only they can decide what

their hero does; if that’s not the case, it’s your job

as the GM to step in and make sure they have that

level of control.

Sometimes a player might struggle with trying to

find the right rule or game mechanic to achieve a

result. In such cases, encourage them to tell you

their intent rather than try to work out how to

bring it about. Sharing intent tells everyone around

the table what players are trying to achieve with

their heroes and gives you or other players an

opportunity to guide them in finding the right game

mechanics to achieve their desired result.

There’s No Rule for That?

The game rules can’t anticipate everything. What

happens when you can’t find a rule to cover the

exact situation you’re in? When players try to

do something you or a pre-written issue didn’t

anticipate and you can’t find a rule for it, you need

to improvise. Techniques like these make it easier:

• Remember that the Overcome action is

specifically intended as a widely applicable way

to resolve the question “Hey, could I do this?”

• Look for a rule that covers a similar situation,

and apply it in this situation.

• Twists make for excellent consequences if you’d

like to allow whatever the player is asking for but

want a drawback.

• You can always just say “Yes.” Really. It’s powerful

and satisfying and easy.

When you’re faced with a rules question and you

don’t know what the answer is or what to do, ask

yourself, “What would be the most fun outcome

right now?” The game has a great level of flexibility

and leeway built into it, so don’t be afraid of getting

it “wrong.” Remember that GMing is a skill — the

more you do it, the easier this gets.

Make rulings that keep the fun going. Keeping

the game’s tone in mind, don’t shoot down wild

ideas or harebrained schemes too quickly — let the

heroes try things and see what happens.

The GM’s Principles

Intro

Playing

the Game

Creating

Heroes

M oderating

the G ame

The

Bullpen

Adventure

Issues

The

Archives

Appendices

177

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