Forward: Jason -Oak

We have here a system of our own design. We aspire to keep our system to select, print, play. That being said, there is a minimal complexity to keep the offering of potential for the characters. In the Player’s Guide we go into detail about the core system. A lot of the information in the Game Master’s Guide depends on that foundation.

Running Smooth

As a Game Master, we are everything in the world that the Player Characters are not. We are storytellers, setting the scene, bringing life to the environment, and crying out for the help of the heroes our players often aspire to be.

Just about any ruleset and campaign setting can squeeze The Midnight in Vaia Campaign Setting into the world, especially with the strong censorship and control over the spread of technology inherently structured into the setting.

Rolling the Dice: Determining Variables

To represent the chaotic nature of our world we use variables to help determine the outcome of events. These (v:X) are modified by attributes, buffs and debuffs, situational adjustments, abilities, equipment, magic, skills, and more. Our kit here uses the classic dice, but some weird variables might pop up, like (v:17) because, why not?

Classic Dice: (v:4) (v:6) (v:8) (v:10) (v:12) (v:20) (v:100)

Encounters and Slice of Life in Vaia

Time at the table is encounter time. From reviewing inventory by going through your backpack, eating, (Yes, we have food buffs, and debuffs.) Traveling the world, talking to non player and player characters, and defeating the mightiest of foes are all part of your story.

There are three major categories of encounters.

  • Combat

  • Social

  • Environmental

We also have Slice of Life encounters.

  • Rest and Recovery

  • Routine, Practice, and Training

  • Travel and Survival

  • Occupational and World Building

Using the frameworks provided, we can move through events in a practical, well paced, rewarding, and engaging manner.

Setting the Scene

At the beginning of our sessions, our players are going to need a moment to settle in. Waiting for a moment of silence to get started or giving the “Alright, alright, everyone ready?” is the equivalent of turning the lights down before the play. The stage lights up brilliantly, and the audience awaits the actors on the stage. We have some tried and true options, in good style.

  • Setting the Set

We have a chance here to identify exactly where the end of the story will be. We lay the greatest trial. We want to put the big picture on the table. A good game master will have at least an outline, hopefully drawn in collaboration with the backgrounds of their players. The last line of this outline is the one we want to open with. This lets us draw a full circle, open to close no matter the hundreds of roadblocks, milestones, segues, or other moments.

  • The Recap

Especially after a previous session with a cliffhanger, the Recap is without a doubt the most powerful opening. A script isn’t needed most the time, but this speech can capture the players and bring them in the moment.

  • Setting the Set, Reset

A time skip from last session, after a successful climax and conclusion, we’ve gone full circle. Waking the characters to a new world, a new ultimate goal. Simple tools like “You overhear the News, plague, war, big bad, emergency, call to action,” Small Acts suppose they drop the bottle, have to replace it to fit the scene. The Fight erupts on the streets near you. The Thief snatches a purse.


The Setting

Where the characters are. Every Encounter has some element of environment. Floors, Walls, Doors, Grass, Sky, Moonlight, Sunshine, or Riverside. This is your most powerful tool. Use it well.


Picking Fights?

The systems for conflict, the measure of turns. If violence is required, then likely death will be involved. There are monsters. I’ve said many times. There are monsters.


Talking? Persuading, Planning

Dialogue mixed with action. Effective dialogue is beautiful. Kill them with kindness. Achieve victory with a smile, the devil’s grin ends empires, the blade ends men.


Moments often Neglected

In table tops, we have so many mini-games to engage with to thicken the plot, character development, a few strong ways to write these common interactions that makes our characters living, breathing, and brought to life.


Some Notes: -Oak

These structures of plot, of running content for your players to keep them engaged, are overlays on the system. All material is optional, editable, usable on the terms of your setting. Keeping the core ruleset as thin as possible, then letting new content warp it keeps it interesting.

Table Top Roleplaying Systems match in many ways group writing on a professional level. In an organized way sessions can be the brainstorm and implementation of acting. A mainstay set of games which serve lessons of great storytelling, plot structure, creative think tanking, group thinking through assigned/volunteered roles, and best yet, ongoing practice of bringing solidity to characters and worlds not of our own.

Smooth running. Prepare you sessions with time in mind. Stay strong on your table rules. Make your players shine in the spotlight.