Welcome, and Let’s Get Started!

During New Gamemaster Month, we’re going to give you the skills and confidence to become a GM. We’ll guide you through the process of understanding the rules, the setting, and your first adventure, and by the end of it you’re going to run a game—and love it!

Gamemastering. To some gamers, it seems to come naturally, but to others—longtime veterans of gaming, as well as newbies just entering the hobby—it’s a bit intimidating. But running an RPG can be an incredible joy, and GMs keep our hobby thriving and growing. That’s why we created New Gamemaster Month. If you’ve ever thought about running an RPG, but haven’t taken the plunge, we have good news: Stick with us for a month, and come this time in February you’ll be a real, honest-to-goodness GM. It’ll be easy, and it’ll be fun. We promise.

Why Run A Game?

Before we get started, though, a question: Why should you run an RPG? Well, if there is one factor that limits the spread of RPGs, it’s the number of GMs. For most types of games you don’t really need any specialized “equipment,” just the game itself (usually), a handful of players (usually), a place to play, and in some cases a gaming platform of some sort. Tabletop RPGs are a bit different—they can’t happen unless at least one person in the group steps up to take on a special role. A role that requires a bit more preparation, effort, organization, and tolerance for the spotlight. Without GMs, RPGs can’t happen. As a GM, you’ll be helping the RPG world in general.

But the fact that you’re reading this tells me you probably already know a more important reason: It’s an activity we GMs really take joy in. Heck, there’s more to it than joy—it’s practically a need. A creative drive. For a lot of GMs, crafting a compelling world, peopling it with interesting characters, laying out engaging conflicts and mysteries, and then revealing these to the players as they work their way through their story (and often being surprised by their contributions along the way) is incredibly fulfilling. Nothing scratches the creative itch in quite the unique way that GMing does.

You’ve seen that, and you feel its pull—that’s why you’re interested in New Gamemaster Month. That’s why you want to run a game.

So What Are You Getting Into?

Putting yourself behind the proverbial GM screen seems daunting. There must be some trick to it that’s not obvious, right? Some secret handed down in whispers from master to master, or an innate gift that you have or you don’t? And so many pitfalls: What if the other players know the rules better than you? Or the setting? Or would do such a better job that they see right through your flailing attempts to make the adventure or campaign work?

Here’s the secret to GMing: It’s easy.

Really, it’s easy. Once you’re sitting in the GM’s chair, and you’ve run a session or three, you’ll agree. But from where you’re sitting now, it’s no surprise that it seems a bit intimidating. That’s just jitters.

You’ll need to understand how your rules work, sure, but you don’t have to be the biggest expert, regardless of whether your players are all newbies or are veterans who’ve played the game for years. You don’t have to have every nook and cranny of the setting committed to memory, either—in fact, the setting is yours to craft, and elements you interpret differently than what’s in print (on purpose or by accident) make the setting your own. That’s a feature, not a bug.

More important than any of those factors, though, is confidence. You need to feel that you can do it. That’s the secret sauce. It’s the only secret sauce.

So that’s what we’re going to give you over the next four weeks: skills and confidence. We’ll guide you through the process of understanding the rules, the setting, and your first adventure, so you’ll have the skills to run your first game. And along the way, we’ll give you the confidence that you have everything you need. To top it off, we’ll give you a little kick in the pants at the end, to turn that skill and confidence into an actual, live game session that you’ll run and enjoy.

That’s right: In four weeks, you’ll be a real, live GM.

How Will This Happen?

Here’s the New Gamemaster Month plan of action: You’ll find a new post, right here on newgamemastermonth.com, every Tuesday and Thursday between now and January 29th. With each post, we’ll discuss the next step in your journey and give you a small activity that builds to your first GMing session. (Don’t worry, it’s not homework. This is fun stuff.)

As mentioned above, we’ll cover rules, setting, and the adventure itself. But we’ll also talk about the other elements of running a game: Stuff like wrangling players, lining up a time and place, and even laying in snacks. Everything you need to think about to get your game going and ensure it’s a success.

You choose the game you want to run. A bunch of companies are partnering in New Gamemaster Month this year, giving you the opportunity to run your choice of games:

  • Numenera
  • Magical Kitties Save the Day!
  • Trail of Cthulhu
  • Age of Vikings
  • Monster of the Week
  • Delta Green
  • Savage Worlds
  • Tales of the Valiant
  • Dungeon Crawl Classics

Which game should you choose? That’s up to you. Experience with the game will help, but isn’t necessary—the most important thing is that the game, its setting, and the adventure are all things you’ll enjoy.

Regardless of your choice, we’ll work from a published adventure that’s friendly to newbie GMs, so we’ll be able to focus this month on the act of GMing rather than the process of designing an adventure. The fundamentals are transferable, though: Once you’ve run your New Gamemaster Month adventure, you’ll be a full-fledged GM capable of taking on other systems, building your own worlds, and crafting your own adventures, if you desire, from scratch.

All you need to do is join us twice a week, read these posts, and follow through with the activities we recommend for the game you’ve chosen. You’ll commit a little time to the process—a couple of hours a week, tops—but by the end you’ll be ready to run!

You’ve chosen to run Numenera! That’s great; over the next four weeks we’ll help you hone your knowledge of the game system and prep for a great adventure.

Your activity for this segment of New Gamemaster Month is to get yourself a copy of the Numenera Discovery corebook. (You might also want to get the second corebook, Numenera Destiny—they’re a great set, and if you’re buying it in print the two-book set is an excellent deal—but it isn’t strictly necessary for this program.) If you don’t have it already, you can find it in print at your friendly local game store, in PDF format at DriveThruRPG, or in either format at the MCG Shop online. If purchasing at the MCG Shop, you can use this coupon code and get $10 off Numenera Discovery in print or PDF, or the Numenera Corebook Slipcase Set (which includes both Numenera Discovery and Numenera Destiny): NewGamemasterMonth2026.

Spend a little time leafing through the book, getting a feel for the Ninth World. You don’t have to read anything in particular just yet. In fact, I recommend against reading too much, because some new GMs find all that info a bit overwhelming. (Don’t fret: We’ll walk you through the most important stuff over the next few segments.) The Amber Monolith, the fiction at the beginning of the book, is an interesting and atmospheric read if you feel the urge. You might also check out the short film Numenera: Strand, for a small taste of the setting.

You’ll also help the New Gamemaster Month program, and the community of RPG gamers generally, if you spread the word a bit. Mention New Gamemaster Month on social media and down at your game store. We’re going to make it easy for late-comers to join the program, so it’s never too late—but many new GMs will appreciate knowing they’re part of a concerted program, so getting the word out now is better than, say, June.

Share New Gamemaster Month with people you know! If you’re participating as a new GM, it never hurts to get a few friends involved, so you can compare notes as you go. If you’re an old hand at GMing, help someone else in your group who wants to GM by sharing this and maybe mentoring them a bit through the process.

Enjoy, and we’ll talk again on Thursday!

Looking for the purr-fect way to sink your claws into GMing? You’ve found it! 

Magical Kitties Save the Day is a rules-light RPG designed for all ages to enjoy … yes, including adults! Six-year-olds who are good readers can play independently, and even younger players can manage with help. That’s because the simple rules system puts the emphasis on storytelling.

The game also includes a lot of tools and guidance for both first-time roleplayers and first-time GMs, including a solo play comic book that teaches the basic rules! That makes it ideal for taking your first step into the larger world of RPGs, whether you’re an adult or a kid wanting to run your first game.

Pick Up the Game

Over the next few weeks, we’ll be talking about how to run a fast and fun adventure in the game’s River City hometown setting. But for this step of New Gamemaster Month, your first activity is to get yourself a copy of Magical Kitties Save the Day. 

You can ask for it at your friendly local game store, or have it delivered as either the boxed set or PDF from the Atlas Games webstore. You’ll get 50% off through Feb 15 by using this coupon code at checkout: NewGamemasterMonth2026

Read the Comic Book

When you open the box, sitting right on top is The Big Adventure, a solo-play graphic novel adventure. This action-packed comic book is also a full scenario that teaches how to play the game! So read through the comic book now to get a feel for the setting and rules. 

The whole point of New Gamemaster Month is to help you get running your game quickly instead of reading everything all at once, and The Big Adventure does just that! (Don’t worry, we’ll get to the Rulebook in the next segment.)

Share New GM Month!

Then, be sure to share New Gamemaster Month with people you know! This workshop is easy to join any time, so encourage your friends to take the leap into GMing with you.

Talk to you again on Thursday. 😺

You’ve chosen to run Trail of Cthulhu! That’s great–for you, that is. Your players, however, are doomed to meet a horrible and likely gory fate at the claws of some Lovecraftian monster. Over the next four weeks we’ll help you hone your knowledge of the game system and show you how to make investigating cosmic horror fun for everyone!

Your activity for this segment of New Gamemaster Month is to get yourself a copy of the Trail of Cthulhu corebook. If you don’t have it already, you can find it in print at your friendly local game store, in PDF format at DriveThruRPG, or in either format at the Pelgrane Press online store.

You should also download the sample adventure, Midnight Sub Rosa, specially made available for New Gamemaster month. This adventure is easier to run than the sample adventure in the Trail of Cthulhu rulebook, The Kingsbury Horror, which is aimed at experienced GMs.

Spend a little time leafing through the book, getting a feel for the 1930s Lovecraftian setting, and the basics of how the GUMSHOE investigative system works. The core idea is that players never fail to get important clues, which makes running mysteries much easier–the players will never be stuck because they’ve failed a roll or missed something obscure.

You don’t need to read any particular section of the rulebook yet–but if you’re not already familiar with the Cthulhu Mythos and the horror of HP Lovecraft, take a look at Appendix 2: Sources and Resources, and dig up some of the classic tales. Most of the famous Lovecraftian stories, like The Call of Cthulhu, are freely available online.

You’ll also help the New Gamemaster Month program, and the community of RPG gamers generally, if you spread the word a bit. Mention New Gamemaster Month on social media and down at your game store. We’re going to make it easy for late-comers to join the program, so it’s never too late—but many new GMs will appreciate knowing they’re part of a concerted program, so getting the word out now is better than, say, June.

Share New Gamemaster Month with people you know! If you’re participating as a new GM, it never hurts to get a few friends involved, so you can compare notes as you go. If you’re an old hand at GMing, help someone else in your group who wants to GM by sharing this and maybe mentoring them a bit through the process.

Enjoy, and we’ll talk again on Thursday!

Welcome to mythic Iceland! In Age of Vikings, the player characters  are Icelandic heroes, splitting their time between adventures across the sea and defending their homes and those of their neighbors. Over the next four weeks you’ll learn everything you need to know to run a successful and fun Age of Vikings game.

The first thing you’ll need to do is get your hands on the adventure. “The Cursed Farm” is specifically designed as an introductory scenario. You can find it for free on the Chaosium website.

The adventure also comes with four pre-generated heroes to take part in this adventure. While some basic knowledge of the Basic Roleplaying system is required to play, the quickstart for that game system is also available, with a quickstart specific for Age of Vikings coming soon.

If you’re already familiar with Basic Roleplaying or with Age of Vikings, great! If not and if you’re interested in learning more, you can find the Age of Vikings core rulebook at your friendly local gaming store, the Chaosium web store, DriveThruRPG, or Quest Portal. The latter is particularly useful if you’re also looking to play online and need a virtual tabletop.

Browse through ‘The Cursed Farm” so that you get an idea of what’s happening and how it all fits together. You don’t need to memorize anything, just create a quick mental map for everything that’s going on and what the farm’s various problems are. Don’t do too much work at this stage, just give the adventure a brief skim so you can answer a few brief, simple questions about the scenario if asked.For now, that’s all you need to do. We’ll get into more details next time!

Congrats, you want to learn how to run Monster of the Week! Technically you’re called the Keeper of Monsters and Mysteries, or the Keeper for short—or GM, that’s cool too. What matters is you’re ready to help navigate the flow of the mystery. What makes Monster of the Week a great choice for new GMs is the genre. Most players are so familiar with supernatural mystery/investigation that it’s easy for everyone to get on the same page. It’s especially good for new GMs like yourself because once you learn the ropes we think you’ll find it takes little preparation to run a session.

We’ll be referring to different sections of the book throughout the month so if you don’t already own a copy of Monster of the Week, you can find it at most gaming stores, on our website, on DriveThruRPG, or on itch.io. If you do buy a new hardcopy at your local brick and mortar game store, keep in mind that our PDF Guarantee means you also get the PDF for free.

Sections to Read and Review: Monster of the Week includes a quick run-down on page 14 of what you should read. If you’ve played games Powered by the Apocalypse (PbtA) that list of recommendations might be a little shorter. At a minimum, you as the Keeper should focus on the First Session section (page 163). That covers how to prepare and run the first game. It’s best to familiarize yourself with the hunters’ basic moves (page 181) and playbooks (from page 29). We will give you reading recommendations from those pages with each upcoming post as we discuss how to create and run Monster of the Week adventures during the next four weeks.

You may also want to skim “Running the First Mystery” (page 166) and “On With the Mystery” (page 201), then read through our sample adventure “Dream Away the Time” on page 149. 

You can also get a sense of what a game looks like from the actual play, reviews, and interviews on our website. You can also find downloadable resources like worksheets and reference sheets there.

If You’re Using Roll20

At Evil Hat Productions, we put a lot of effort into helping gamers have the best possible experience on Roll20; we’ll have Roll20  tips and tricks for you with every New GM Month post. 

To get started, you will need to add the character sheet entitled “Monster of the Week by Evil Hat Productions” to your Roll20 game. Once you do this, you will be able to access a plethora of resources from within the game, even if you’re just using a Roll20 free account. See our recent demo for an overview of some of the features.

Throughout this series we will show you how to set up mysteries yourself but if you’re planning to use Roll20 you might save yourself a little time: our sample mystery “Dream Away the Time” is also available in the Roll20 Marketplace as a free standalone module. (If you want five more mysteries to investigate it’s also  sold as part of the Monster of the Week Mystery Collection #1.) In both the free aversion and the collection, you will find some useful tools such as a ready-to-run mystery sheet, character tokens and other graphics which will help bring the village of Handfast to life.

Spread the Word

You’ll help the New Gamemaster Month program, and the community of RPG gamers generally, if you spread the word a bit. Mention New Gamemaster Month on social media and down at your game store. We’re going to make it easy for late-comers to join the program, so it’s never too late—but many new GMs will appreciate knowing they’re part of a concerted program, so getting the word out now is better than, say, June.

Share New Gamemaster Month with people you know! If you’re participating as a new GM, it never hurts to get a few friends involved, so you can compare notes as you go. If you’re an old hand at GMing, help someone else in your group who wants to GM by sharing this and maybe mentoring them a bit through the process.

Enjoy, and we’ll talk again on Thursday!

Congratulations! You picked Delta Green. Or at least you like to tell yourself that. It’s nice to believe our decisions matter. 

The truth is, Delta Green chooses its Handlers. That’s how I got here. Chosen by the game. 

Are there are days when you feel bound to a dumb, cruel fate? Sentenced before you were born to existential punishment by forces outside any control and understanding? Me too. Some days I feel this sensation so deeply that I feel desperate to have the presence of that gnawing, nihilistic void at least acknowledged. Even if only in my most escapist fantasies. Before I can feel anything, I have to know someone else has seen the same reality. That you see it lurking there too. Endlessly slipping our gaze. Out of the corner of every eye.

Delta Green is a tabletop RPG about cosmic terror and deadly conspiracy. It’s about people making awful choices and doing terrible things to prevent far worse horrors: incursions of unnatural forces that infect and destroy humanity. Delta Green is about fear. About seeing the terrors to come and choosing to stand against them.

Players take the role of Agents who pursue those unnatural horrors and try to stop them. But your role is special. You’re the game master. You’re the Handler. Handlers point players and their Agents at the darkness and tell them it’s time to go.

Delta Green chose me. It’s the only game I’ve ever played that managed to give those darkest whispers a form. And here’s why. Tentacled and baroque and gnashing as that form may be, Delta Green also provides you allies. You aren’t alone in this fight. That can be reason enough to keep going. It has to be.

The game gathers us together in our little cells. We huddle against the black night and tell a campfire story to shatter the drab façade of reality.

If Delta Green is some virus to spread fear and the bleakest sense of belonging, you’re the vector. 

Or maybe Delta Green is a drug. It helps us feel the terrible scope of the forces that hunger beyond the cold bitter stars. By feeling it we acknowledge it, we gain some sense of control of it. If Delta Green is a drug, it comforts us against the futility of death by awakening us to the terrors and thrills of life. As Handler, you’re the pusher. I get it. I didn’t know I had always needed a fix until someone gave me that first hit. 

So that’s your mission. Become a Handler. Run the game.

Since it’s my mission to get you there, I guess I’m your Handler. I don’t need a name. We won’t be speaking again after this month. 

Here’s what you need. 

Get a copy of Delta Green: Need to Know at this link. It’s a pay-what-you-want download in PDF, only 48 pages and loaded with illustrations and handouts. It includes rules, cut down to the bone but completely playable. And six Agents to play. Even a scenario. Getting started is easy as slipping in some foul grease over a black chasm where the unthinkable lurks undying.

Are you in?

As you’ll see in Need to Know, Delta Green is not some intimidating instrument of delicacy and precision. It’s a very simple game, easy to learn and run. What’s most challenging about it is what’s most rewarding: the mood. 

Those simple rules are elegant as a blade. The Handler must coat that shiv with a tone both poisonous and viral, a sense of spiraling desperation and the grimmest humor. Every page of Need to Know is dedicated to helping you do just that. 

Just make sure that’s what everyone at the table actually wants. Delta Green is a game of cosmic terror and personal horror. It leaves no one safe. If your players want a lighter experience, don’t fault them. Ordinary folks like that are who Delta Green is here to protect.

Are you ready to get your hands dirty? To do whatever must be done? To keep the world of humanity alive for one more day? 

Welcome to Delta Green.

Actionables:

We end each briefing with a short to-do list. Complete these action items before our next briefing.

  • Primary Objective A: Get a copy of Delta Green: Need to Know here.
  • Primary Objective B: Read pages 5–9, “Welcome to Delta Green.”
  • Bonus Objective: Read the following sections as time allows and in this order of priority.
    • Pages 11–19, “What is an Agent?” 
    • Pages 35–41, “Game System”
    • Pages 43–50, “Last Things Last”

Spread the Word

You’ll help the New Gamemaster Month program, and the community of RPG gamers generally, if you spread the word a bit. Mention New Gamemaster Month on social media and down at your game store. We’re going to make it easy for late-comers to join the program, so it’s never too late—but many new GMs will appreciate knowing they’re part of a concerted program, so getting the word out now is better than, say, June.

Share New Gamemaster Month with people you know! If you’re participating as a new GM, it never hurts to get a few friends involved, so you can compare notes as you go. If you’re an old hand at GMing, help someone else in your group who wants to GM by sharing this and maybe mentoring them a bit through the process.

Enjoy, and we’ll talk again on Thursday!

You’ve chosen to run the Tales of the Valiant RPG (ToV) for New Game Master Month, and we’re excited to game with you! Over the next four weeks, we’ll help you enhance your knowledge and skills using ToV so you can take your first steps to becoming a great game master!

Tales of the Valiant RPG is our latest roleplaying game, fully compatible with Dungeons & Dragons. ToV lets you advance your game while keeping your Dungeons & Dragons 5th Edition materials relevant and useful. It’s full of exciting options for new gamers and retains familiar basics for the more advanced D&D gamer.

For the first segment of New Gamemaster Month, your task is to get a copy of the first core book, the ToV Player’s Guide. The Player’s Guide includes rules for 13 heroic base classes, lineages including elves and dwarves, and more from classic fantasy roleplaying. It has all the rules for being a player or GM in one volume. You can get 10% off the Player’s Guide by CLICKING HERE.  

You might also be curious about the second core book, Monster Vault. The Monster Vault includes more than 400 dungeon-crawling fantasy creatures any GM needs to craft compelling fantasy game encounters. Together, these two books make an excellent set, and during New Game Master Month, you can get any combination of the Player’s Guide and Monster Vault at 30% off by CLICKING HERE! While the two-book set is a great deal, the Monster Vault is not strictly necessary for this program.

Take some time to browse through the Player’s Guide and get to know it a bit. There’s no need to dive deep; reading too much at once can be overwhelming. We’ll guide you through the critical aspects over the next few weeks, making it easy for you to start running your first ToV game.

Know someone who’s GM-curious? Spread the news about New Gamemaster Month during these first few days. Mention New Gamemaster Month on social media or at your local game store. It’s easy for newcomers to join, so it’s never too late. And, if you’d like to show your participation, feel free to use this icon as your social media avatar.

Try New Gamemaster Month with a buddy! If you’re a new GM, bring a friend or two along on the journey, so you can compare notes as you go. If you’re an experienced GM, consider helping someone in your group who wants to start GMing by sharing this information and mentoring them.

Grab those books, and we’ll be back with more on Thursday!

You’ve chosen to run Savage Worlds—welcome! Over the next four weeks we’ll cover the basics you need to keep it fast, furious, and fun.

All you need for your first activity is to download Blood on the Range, included with the Savage Worlds Test Drive Rules. Don’t worry, it’s a free download, and it has both the adventure for you to run, characters for the players, and all the rules you need to get going. The file is split up into parts. We’ll cover each part individually later, but here’s an overview if you want to read ahead.

  • 📖 Basics (Pages 2–3): Learn how to roll and get introduced to the core concepts of Savage Worlds.
  • ⚔️ Combat (Pages 4–6): Covers initiative, movement, and damage mechanics.
  • ✨ Powers (Pages 6–7): Explains the basics of magic and similar abilities.
  • 🩸 Adventure: Blood on the Range (Pages 7–8): A quick, action-packed scenario perfect for the Test Drive!
  • 🧑‍🎨 Pregenerated Characters (Pages 9–11): Six Archetypes are ready to play. Each page is split into two characters—top and bottom—with front and back sides that can be folded or displayed open.
  • 📜 Additional Rules (Pages 12–13): Features rules specific to the pregenerated characters for added depth during gameplay.
  • 🃏 Power Cards (Page 14): Includes six printable power cards for characters who use them.

Spread the Word

Spread the word about New Gamemaster Month! Share it on social media, mention it at your local game store, and encourage others to join. It’s easy for latecomers to get involved, but the sooner people know, the better: it’s great to be part of the program from the start.

If you’re participating as a new GM, invite friends to join you and compare notes along the way. Experienced GMs, lend a hand by mentoring someone in your group who wants to GM.

Thanks for helping grow the GM community: see you Thursday!

You’ve decided to run Dungeon Crawl Classics! Congrats, and welcome to a world of wild adventure and free-form action! Over the next four weeks, we’re going to help you learn the system and acclimate to the idea of running an adventure for your friends.

Let’s start with the game itself. You’ll need to get a copy of Dungeon Crawl Classics—DCC RPG to its friends—which you can pick up at your friendly local gaming store, DriveThruRPG for the PDF version, or the Goodman Games online store for either print or PDF editions. To help, we can offer a 20% discount that you can use for either the DCC hardcover, softcover, or PDF through the Goodman Games site. Just use the coupon code GamemasterMonth2026 at checkout!

Once you have a copy of the rules, you’ll want to leaf through it. Don’t be intimidated, the basic rules are covered in the first 100 pages, and you don’t have to have anything memorized. The rules are there for you to reference, and we’ll be helping with key points over the coming weeks. 

There is no one setting for Dungeon Crawl Classics that you need to learn. The game is more about the feeling and the concept of the sword-and-sorcery era and runs the gamut between traditional fantasy and over-the-top weird escapist myth that can take you to new worlds and exotic excitement. 

You’ll also help the New Gamemaster Month program, and the community of RPG gamers generally, if you spread the word a bit. Mention New Gamemaster Month on social media and down at your game store. We’re going to make it easy for late-comers to join the program, so it’s never too late—but many new Judges will appreciate knowing they’re part of a concerted program, so getting the word out now is better than, say, June.

Share New Gamemaster Month with people you know! If you’re participating as a new Judge, it never hurts to get a few friends involved, so you can compare notes as you go. If you’re an old hand at GMing, help someone else in your group who wants to GM by sharing this and maybe mentoring them a bit through the process.

Enjoy, and we’ll talk again next time!

You’ve decided to run Daggerheart—wonderful news! Over the next four weeks, we’ll help you hone your knowledge of the game system and prep for a great adventure.  

For this segment of New Gamemaster Month, all you need to prep is getting yourself a copy of the Daggerheart Core Set. You can get physical copies at your friendly local guild store (which come with a PDF of the rulebook), Critical Role online shops (which come with a PDF of the rulebook), Amazon, Barnes & Noble, or wherever you buy roleplaying games. You can also get a digital copy on Demiplane and DriveThruRPG! 

Reading

Once you have your copy, start your journey by reading the overall big-picture intro of Daggerheart on pages 4-9. While you read, think about what inspires you and your players, as Daggerheart has no set world lore to memorize. Don’t fret! We’ll cover what that means and how to craft a starting point later on. If you want a sneak peek ahead, check out the free download of the Quickstart Adventure on our Downloads page. This will be our learn-to-play adventure for you to run, guiding you along with helpful tips on mechanics along the journey.  

Cast Inspirational Words

You’ll also be helping the New Gamemaster Month program, and the community of RPG gamers generally, if you’ll spread the word a bit. Mention New Gamemaster Month on social media and down at your game store. We’re going to make it easy for late-comers to join the program, so it’s never too late—but many new GMs will appreciate knowing they’re part of a concerted program, so getting the word out now is better than, say, June. If you’d like to show your participation, feel free to grab this icon for use as a social media avatar.

Share New Gamemaster Month with people you know! If you’re participating as a new GM, it never hurts to get a few friends involved, so you can compare notes as you go. If you’re an old hand at GMing, help someone else in your group who wants to GM by sharing this and maybe mentoring them a bit through the process.

Roll those duality dice, and whether it’s with Hope or Fear, we’ll talk again on Thursday!

Throughout this program, we have expert GMs on hand to answer questions and provide general support at the New Gamemaster Month Discord Server or the New Gamemaster Month Facebook group. Please drop in, join the group, introduce yourself, and ask any questions you might have. Other new GMs will also be there—it’s a great place to share your experiences and support one another. Hope to see you there!

3 thoughts on “Welcome, and Let’s Get Started!”

  1. Oh, Magical Kitties is added this year? I’ll have to see if my kid is interested in taking on the storyteller role in one of her favorite games!

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PARTICIPATING TEAMS

EVIL HAT

Turning passion into great games for more than 10 years, Evil Hat Productions publishes critically-acclaimed titles including Fate, Blades In The Dark, Monster of the Week, the Dresden Files RPG, and forthcoming Thirsty Sword Lesbians. We’re committed to transparency, inclusivity, and top-notch customer service. From the feel of the book in your hands to the thrills and suspense that arise when the dice hit the table, we’re here to deliver a great gaming experience.

ARC Dream

Blame Arc Dream Publishing for Delta Green, a roleplaying game about a conspiracy of modern investigators desperately struggling to save people from unspeakable cosmic horrors. Delta Green has been winning industry awards for nearly 30 years and is more successful now than ever. Arc Dream publishes many other games about deadly suspense and the terrible risks of courage: the World War II superhero RPG Godlike, Wild Talents, Better Angels, Monsters and Other Childish Things, and more.

Chaosium

Chaosium was founded by visionary game designer Greg Stafford in 1975. Our award-winning roleplaying games, boardgames, and fiction have been acclaimed as some of the most engaging and innovative of all time. For the past half-century, Chaosium Inc. has captivated gamers, readers and mythic adventurers worldwide.

KOBOLD PRESS

Kobold Press is an independent tabletop publishing company producing high-quality RPG adventures, sourcebooks, campaigns, and gaming supplements focused on 5th Edition and the Tales of the Valiant RPG system.

Pelgrane Press

Pelgrane Press publishes character-focused, story-driven RPGs. Our GUMSHOE system enables collaborative mystery-solving RPGs, as seen in the 1930s mythos Trail of Cthulhu, the spies-vs-vampires thriller Night’s Black Agents, and the sword & sorcery Swords of the Serpentine. Our DramaSystem facilitates affecting dramatic interactions between characters, as do our RPG anthologies, #Feminism, Seven Wonders, and Honey & Hot Wax. 13th Age is our epic d20 fantasy RPG, which weaves characters’ backgrounds and unique traits together for engaging, heroic adventures.

Atlas Games

Atlas Games publishes award-winning card, board, and roleplaying games like Magical Kitties Save the Day, Ars Magica, Feng Shui, Unknown Armies, Gloom, and Once Upon a Time. Since 1990, we’ve delivered some of the most fun and widely respected games in the tabletop hobby.

PINNACLE ENTERTAINMENT GROUP

Pinnacle began in 1994 with Fields of Honor and The Last Crusade. Certainly what we’re best known for is Deadlands, which has now been going strong since 1996. Our core rules for all Pinnacle’s settings is Savage Worlds, first published in 2003. Check out the great variety of settings to play in, including Rifts® for Savage Worlds, Pathfinder® for Savage Worlds, Holler: An Appalachian Apocalypse, East Texas University, Weird Wars, and many, many more!

Monte Cook Games

At Monte Cook Games, we love the power of imagination. We love to build stirring vistas, craft great stories, and inspire dreams of other worlds. Our all-star team combines sweeping visions with premium art, storytelling, and design to bring you high-quality, innovative tabletop RPGs such as Numenera, Invisible Sun, the Cypher System, and our family RPG No Thank You, Evil!.

GOODMAN GAMES

Goodman Games is your source for classic adventures! Best known for the popular Dungeon Crawl Classics Role Playing Game and associated adventures, Goodman Games also publishes titles such as Mutant Crawl Classics, Xcrawl Classics, Fifth Edition Fantasy, and the hit Original Adventures Reincarnated series. You can meet our staff every year at Gen Con and other conventions.

DARRINGTON PRESS

Established by the team behind Critical Role, Darrington Press provides ways for people worldwide to create shared experiences through storytelling, shaping their own adventures and making invaluable memories along the way. Critical Role began as a group of friends sharing stories around a table, and with their strong passion and experience in tabletop gaming and roleplaying, launching Darrington Press was the natural next step to provide ways for people around the globe to do the same.

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