The GM's Role
AX.C.14.01 - The GM's Role
The Game Master's job in AxiomRPG is to run the world, adjudicating the rules when dice are needed, narrating everything the player characters encounter, and facilitating the session so that play moves and everyone at the table has something to do. These responsibilities overlap constantly, at any given moment the GM may be doing all three at once.
None of these roles requires the GM to be an adversary. The dice system generates dramatic variance on its own. An explosion on the wild die produces extraordinary outcomes the GM didn't plan. An implosion on a critical roll creates consequence the GM didn't engineer. The GM's job is to set conditions and interpret results, not to manufacture drama by adjusting outcomes after the fact.
Core Function
Adjudication is the GM's rules responsibility. When a player declares an action and the outcome is uncertain, the GM determines whether a roll is required, selects the appropriate dice pool and threshold, and interprets what the result means in the fiction. This includes knowing when not to call for a roll, trivial actions, impossible actions, and actions where the outcome doesn't change anything in the scene don't need dice. Over-rolling slows play and dilutes the significance of rolls that actually matter.
Narration is the GM's world responsibility. Everything outside the player characters, NPCs, environments, threats, factions, time passing, is voiced and described by the GM. Narration answers the question what do you see, hear, and know. Good narration is specific enough to be useful and brief enough to leave room for play. A room described in two sentences with one distinctive detail serves the table better than a paragraph of atmosphere.
Facilitation is the GM's table responsibility. Pacing, spotlight distribution, and forward momentum are managed by the GM. This means noticing when a scene has given everything it has and cutting to the next one, tracking which players haven't acted or spoken recently, and keeping the session moving toward something. Facilitation is invisible when it's working and obvious when it isn't.
Working with Genre Catalogs
AxiomRPG core rules define the universal mechanics: dice pools, thresholds, attributes, talents, saves, health, and advancement. A Genre Catalog applies those mechanics to a specific setting, naming the lineages, defining the power traditions, establishing the factions, and providing the profession library appropriate to that world.
The pattern is consistent: core rules are the constant, the genre catalog is the variable.
Before running with a Genre Catalog, a GM should have working knowledge of four things:
- Power tradition: How Odd Talents function in this setting, what they cost, and any restrictions on use. The Iron Lattice catalog uses Harmonic Traditions with Resonance Stress as the use cost, the first use per scene is free, subsequent uses roll at disadvantage until the character takes a ten-minute rest.
- Lineage mechanics: Whether lineages carry mechanical differences beyond the core archetypes, Health modifiers, cultural talents, special abilities.
- Faction structure: Who the major powers are, what they want, and where they're in conflict. This shapes NPC motivation throughout the campaign.
- Setting-specific rules: Any mechanics the catalog introduces that have no core analog, vehicle rules, environmental encounter conditions, digital-space encounters, and so on.
Where the Genre Catalog is silent, apply core rules. Where core rules don't cover it, rule by intent. Document rulings that come up repeatedly; they become local precedent for that campaign.
Table Calibration
Before the first session, the GM and players should align on what kind of game they're sitting down to play. It doesn't require a lengthy formal process, just answers to a few direct questions.
Tone: Is this setting grim or hopeful? Is failure likely to be permanent? What's the emotional register of the fiction, tension, action, drama, comedy, or some combination?
Scope: Are these characters beginning their story or stepping into an ongoing world? Is the campaign self-contained or open-ended? How much does the broader setting matter relative to personal character arcs?
Content: What's off the table? Topics, scenarios, or types of content that players don't want in the game should be named before they come up during play, not after. Safety tools, techniques that allow players to signal discomfort or redirect scenes without breaking the fiction, are appropriate at any table regardless of tone or setting. Establish which tool the group will use and how before play begins.
Challenge level: How lethal is this game? Are threats intended to genuinely threaten character death, or is death a rare consequence? This affects how players invest in their characters and how aggressively the GM designs encounters.
These questions take ten minutes at session zero and prevent significantly more disruption later.
Balancing Challenge and Agency
Across all sessions, the GM holds two responsibilities in tension: the game should be genuinely challenging, and player choices should genuinely matter.
Challenge means that outcomes are uncertain and that failure is possible. A game where the players cannot fail is not a game; it is collaborative storytelling with dice as decoration. The dice pool system supports challenge naturally: even a strong pool can produce a bad roll, and the wild die introduces variance that neither side controls. The GM's job is to present obstacles that test character builds and player decisions, not to punish players for choices made in good faith.
Agency means that what the players choose to do changes what happens. Choices that don't matter, where all roads lead to the same result, drain investment over time. Players should be able to see the fingerprints of their decisions on the world. NPCs should remember what happened. Factions should respond to what the players have done. Events in one session should affect conditions in the next.
When challenge and agency are both present, failure becomes generative rather than terminal. A failed roll that closes one door but opens another, or that succeeds at a cost, keeps the fiction moving. A failed roll that simply ends the scene or removes a player from meaningful participation for several rounds does not.
The GM's ongoing calibration question is: does this outcome produce more story, or does it stop the story? Default toward the former.