Luckily for you, the GM has two jobs:
- Keep the world around the players living and breathing.
- When what a player does collides with a Move, ask them to roll it.
That’s most of the job.
You do not need battle maps, carefully balanced encounters, elaborate monster stat blocks, scripted stories, or pages of preparation.
Seriously. Don’t prep. Take notes.
NPCs and enemies do not need to be built like player characters. Know who they are, what they want, and roughly what they can do. Give them the few numbers you actually need when they become relevant.
Have a general understanding of the Basic Moves, the core rules, and the GM rules. Know how to make a simple NPC on the fly.
That’s enough.
You do not need to memorize the entire game. When something comes up that you don’t remember, look it up.
Start with the characters already doing something.
Maybe they’re relaxing in a tavern after a hard day’s work. Maybe they’re riding home after a successful job. Maybe someone is already throwing a punch.
They don’t even need to be together.
Days of Gold does not require the party to constantly move as one group. Your job is to keep the world interesting. The players decide where their lives go from there.
Don’t begin with a story you need them to follow.
Instead, ask yourself:
Why are we watching these characters right now?
What is happening in their lives or in the world that makes this particular period worth playing?
You don’t need the answer to become a campaign plot. You just need something worth putting on screen.
Look at the characters’ Current Wants.
If someone hasn’t written one, ask them:
What does your character want right now?
A lot of the time, the answer is probably going to be gold. That’s fine. Gold is useful.
If nobody knows what they want to pursue, have someone Get the Lay of the Land. One of the questions they can ask is:
What useful opportunity is here?
Give them something worth following and help them find the first thread.
From there, follow what they choose.
How Do I Keep Things Interesting?
Pay attention to moments when the game starts losing momentum.
A player seems lost. Nobody knows what to do next. Someone hasn’t had much to engage with. Things have become a little too comfortable.
That’s when the world moves.
- A woman comes screaming down the road because there’s been a murder.
- A ruthless captain arrives looking for soldiers to deal with a monster.
- A desperate noble offers a fortune to anyone willing to rescue his daughter.
- A merchant recognizes the Rogue from an old job.
- A priest discovers something troubling at a nearby shrine.
You are not giving the players their next quest. You are giving the world something interesting to do.
They can ignore it.
That matters.
Don’t drag them toward the thing you invented. Put opportunities, problems, people, and dangers in front of them and let them decide what matters.
Players will usually follow a good breadcrumb when they actually want what’s at the end of it.
When Should I Reward the Players?
Often.
Don’t become stingy because you’re worried the players will get too much.
If the Rogue steals from an unattended purse and there’s no meaningful danger or uncertainty, they steal it. Give them some gold.
If they’re trying to steal the captain’s purse while he’s wearing it, now there’s danger. That sounds like Face Danger.
The characters have plenty of things worth spending gold on. Let them earn it.
Rewards don’t always have to be money either. Give them useful information, connections, opportunities, equipment, favors, property, reputation, or anything else that naturally follows from what they accomplished.
If something is easy and the fiction says they can do it, let them do it.
That’s mostly it.
Read the rules for Dread, Fortune, Basic Moves, and the other GM tools, then let the fiction carry the game.
Days of Gold is intentionally lightweight.
A few principles will take you a long way:
- Be a fan of the players.
- Let characters be good at what their class says they are good at. Don’t constantly look for ways to deny their Signatures or Perks.
- Don’t call for a roll when there is no meaningful uncertainty or consequence.
- Put interesting things in the world, but don’t decide how the players must respond to them.
- Reward characters for pursuing what they want.
- Play to find out what happens.
That last one is important.
Don’t write the encounter before the players get there. Don’t decide how the story ends. Don’t build three hours of material that requires the players to make one particular decision.
Listen to what they do.
Decide how the world responds.
Then find out what happens next.
That’s GMing Days of Gold.