You already know if you’ve read earlier parts that Eureka treats the GM as a player and insists that they should be having fun too, not just being an entertainer.
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Even if a game has something called a “[game master]’s Guide,” we’ve found that these “guides” don’t really guide or teach you how to game master, they just tell you a bunch more rules.
Eureka doesn’t have a separate book called the “[game master]’ Guide,” but it does go out of its way to teach you how it wants to be GMed every step of the way.
Eureka also has a whole chapter in the back full of additional GM resources such as optional rules, how to handle edge cases, game running advice, and homebrewing guidelines, guidelines for how to convert adventure modules from games such as Call of Cthulhu and Delta Green for Eureka, and more!
There’s even a whole step-by-step guide on how to write and publish your own Eureka: Investigative Urban Fantasy adventure modules. Writing mysteries is really hard, but there’s no reason it has to be a mystery itself!
This, combined with how the rules themselves are presented with their intent made clear, means you will learn a lot about game design and game mastering just from reading the Eureka rulebook, whether you end up playing it or not.
The way that Eureka wants to be played and GMed may not work for every other RPG, but the truth is that every RPG has particular ways it wants to be played or GMed, but the designers rarely write this into the rules text.
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