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Hippogryph Gamemaster Guide
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Hippogryph Gamemaster Guide


A manual for running a fantasy tabletop roleplaying game using the Hippogryph System.

As the gamemaster, you are the prime mover behind any Hippogryph game. You create and shape the setting that the characters inhabit, and prepare and run the adventures they’ll go on. It’s your role to tell the story, play the supporting characters, and manage the dynamics of the group. To do this, you have to knowing what your players want from a Hippogryph experience. It’s a big job, but an incredibly rewarding one.

The Hippogryph Gamemaster Guide assumes that you already have a copy of the core rules and know how the Hippogryph System works. You don’t need to be an expert, or have every single mechanic and guideline committed to memory. All you need is a firm grasp of the fundamentals, so you can make fair rulings, teach new players how things work, and keep a game session flowing smoothly.

Just as I wrote Hippogryph to be the character-driven fantasy roleplaying system I always wanted, this is the book I wish I’d had when I began my journey as a gamemaster. It’s filled with tips and tricks drawn from years of experience. Whether you've been running a game using the Hippogryph System for a while or are preparing to do so for the first time, this book was written for you.

The Hippogryph Gamemaster Guide includes the following chapters:

  • An overview of the gamemaster’s role, with an explanation of the many jobs you will take on. 
  • What materials, both required and optional, you’ll need in order to run a game. 
  • A guide to identifying different types of players and what they’re looking to get from a game. 
  • How to prepare for adventures, game sessions, and campaigns. 
  • What Session Zero is, why it’s important, and how to successful run one for your group. 
  • Advice on how to run a game session from start to finish, based on decades of experience. 
  • How to create all types of factions, for use as allies and adversaries in your game. 
  • New rules on allowing the player characters to change the world based on the outcomes of their adventures. 
  • How to let yourself be human, dealing with inevitable mistakes, and managing player issues.
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Customer avatar
Eric T March 18, 2021 1:06 am UTC
With several GM guides available from DLP, how much material is duplicated from book to book? I know I want to buy at least one of these, and could probably justify three—unless the vast majority of material is cut-and-pasted from the generic GM Guide. That's not meant critically, by the way; it would make perfect sense to do that, because much GM advice is system-agnostic; I'm just on a limited budget. Thanks for help.
Customer avatar
Berin K March 18, 2021 1:01 pm UTC
HOW TO GAMEMASTER is the template, and is system-agnostic. The material that carries through to the Hippogryph and DoubleZero GM Guides has been tailored to those specific systems and the genres they cater to.

There are also sections in HTG that are not in the HG and DZ books to make room for system-specific sections, notably Creation Factions (called Creating Organizations in the DZ book) and Changing the World. Those are slightly different between books to account for the mechanics and the genres of the different games.

The sections in HTG that were cut from the HG and DZ versions will likely end up on the Hippogryph Companion and DoubleZero Companion respectively, adapted for those systems and genres. The Companions will contain additional and optional rules for their respective systems.
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File Last Updated:
March 17, 2021
This title was added to our catalog on March 17, 2021.