Comparing to your regular RPG, in Status Quo the GM does very little.
Because this game is conversational , the altercations and discoveries that happen will be direct outcomes of the players creativity.
The players are describing YOU , the GM what they touch, find and the Game Master must use these to build the battle sequences, keep your notes on point so the players trust you are building the adventure around them, not around yours.
Make the scenario ambiguous, leaving the mystery and hidden meanings to your players imagination is very important, not everything has to be explained, unless important for the plot to go forwards.
Type down everything on the character charts to keep good track and do not be afraid to use cunning to use the players wills against them and get them off guard.
The GM has in hand the skeleton mapping of the game, where to place the players inside the narrative and all the Status Quo that are granted when finishing the game, just be sure to be attentive to the details they tell you so you can counteract with obstacles that will make the run exciting and grasp all players attention to finish the game as a solid team.
Use deceased players to help or defeat the remaining players in a fair manner.
Use dice on battles with any values you may find fit, remember that killing your players means narrowing the endings they receive at endgame so try to balance.
You will know you had a successful GM campaign when your players ask you to run it again and find different endings.
The GM skeleton mapping is provided by me, Marcelo Sakuma, along a basic table sheet for players stats and enemies for a basic run, just message me an I will send you the file or shared sheet link.
There is a public campaign of the game, the "Religious Run" here:
Because this game is conversational , the altercations and discoveries that happen will be direct outcomes of the players creativity.
The players are describing YOU , the GM what they touch, find and the Game Master must use these to build the battle sequences, keep your notes on point so the players trust you are building the adventure around them, not around yours.
Make the scenario ambiguous, leaving the mystery and hidden meanings to your players imagination is very important, not everything has to be explained, unless important for the plot to go forwards.
Type down everything on the character charts to keep good track and do not be afraid to use cunning to use the players wills against them and get them off guard.
The GM has in hand the skeleton mapping of the game, where to place the players inside the narrative and all the Status Quo that are granted when finishing the game, just be sure to be attentive to the details they tell you so you can counteract with obstacles that will make the run exciting and grasp all players attention to finish the game as a solid team.
Use deceased players to help or defeat the remaining players in a fair manner.
Use dice on battles with any values you may find fit, remember that killing your players means narrowing the endings they receive at endgame so try to balance.
You will know you had a successful GM campaign when your players ask you to run it again and find different endings.
The GM skeleton mapping is provided by me, Marcelo Sakuma, along a basic table sheet for players stats and enemies for a basic run, just message me an I will send you the file or shared sheet link.
There is a public campaign of the game, the "Religious Run" here: