Game Master Guide for Slice and Dice
🧙‍♂️ Calling All Game Masters!
Love telling stories, rolling dice, and creating worlds? We’re looking for Game Masters (GMs) and Dungeon Masters (DMs) to run one-shot adventures for the event!
Your entry ticket is free as our thanks for volunteering, and your game will be featured in our event listings so players can sign up for your table. Whether it’s D&D, Pathfinder, Monster of the Week, Mörk Borg, or something completely unique, this is your chance to showcase your creativity and support a great cause.
If you’re interested in running a game, contact Matthew Ward at mythshema@gmail.com.
What GMs Need to Provide
To feature your game on the Slice & Dice event page and allow players to reserve seats, please submit the following details by the end of December:
Game Title – A creative and descriptive name that captures the theme or tone of your adventure.
Game System – Specify which RPG system you’re using (e.g., D&D 5e, Pathfinder 2e, Monster of the Week, Mörk Borg, etc.).
Genre and Theme – A short summary of the game’s style and focus (e.g., “dark fantasy survival,” “space opera exploration,” “superhero intrigue”).
Adventure Description – A brief 3–5 sentence blurb describing the setting, premise, and what players can expect — without spoilers.
Estimated Difficulty and Tone – Optional, but helpful (e.g., “lighthearted and beginner-friendly” or “challenging and tactical”).
Player Capacity – Confirm the number of players you can host (typically 6, with a possible maximum of 8).
General Information
We want to give you the freedom to run the kind of game you’re most excited about — within reason, of course! You’re not limited to D&D, Pathfinder, or any specific published modules. If you’d like to run a prewritten adventure, that’s perfectly fine (though we won’t be providing any). Or, if you’ve been eyeing that niche game on your shelf — like Mörk Borg or another hidden gem — this is the perfect opportunity to bring it to the table!
Each session will run for up to five hours, though we recommend designing your adventure for about four hours of active play, leaving the final hour as a flexible buffer in case things run long.
Before the event, you’ll need to submit details about your game so we can include them in our promotional materials. Players will have the option to purchase tickets specifically for your table, so please make your game description as accurate and enticing as possible.
Game Title
Your game’s title is the first thing players will see — it should spark curiosity and capture the spirit of your one-shot. A good title gives players something to latch onto and helps set expectations for the adventure ahead.
Examples from Classic D&D Modules:
Lost Mine of Phandelver
The Sunless Citadel
The Hidden Shrine of Tamoachan
Against the Giants
Tomb of Horrors
The Lost Caverns of Tsojcanth
Examples from Other RPGs:
Rotblack Sludge (Mörk Borg)
Sailors of the Starless Sea (Dungeon Crawl Classics)
The People of the Pit (DCC)
The Sea Queen Escapes (DCC)
Fortress of the Burning Brothers (Shadowdark)
Halls of the Blood King (Old-School Essentials)
Dream Away the Time (Monster of the Week)
All of these titles are short, evocative, and immediately set the tone — from grim and mysterious to adventurous and heroic. Think about what makes your story unique, and choose a name that makes players want to sit down and explore your world.
Game System
Let us know what game system you’ll be using — and please be specific. The system you choose has a big impact on the tone, pace, and overall experience of your table.
For example, running a D&D 3.5 game feels very different from D&D 5e (2014) — the mechanics, balance, and style of play all create a distinct player experience. The same is true for Vampire: The Masquerade 20th Anniversary Edition versus Vampire 5th Edition; even though they share the same world, their tone and mechanics encourage different styles of storytelling.
Clearly identifying your system helps players know what to expect in terms of rules complexity, narrative focus, and character options. Some players might be drawn to the tactical crunch of Pathfinder 2e, while others may prefer the cinematic storytelling of Monster of the Week or the chaotic energy of Mörk Borg.
If you’re running a lesser-known or indie game, consider including a short sentence explaining its style or what makes it unique — for example:
“A dark fantasy survival game where hope is fleeting and doom is inevitable,” or
“A fast-paced, narrative-driven game about solving supernatural mysteries.”
Providing this context helps players find the table that best matches their interests and ensures everyone has a great experience.
Genre and Themes (Optional)
Your game’s genre and theme work together to set expectations for your players — helping them understand the type of story, tone, and emotional experience they’re signing up for.
Genre refers to the broad setting, style, and narrative framework of your adventure. It’s the what and where of your story — is it a gritty fantasy, a neon-lit cyberpunk city, or a haunted house in the deep woods?
Theme, on the other hand, defines the why — the central ideas, emotions, or conflicts that give your story meaning. A game about revenge plays very differently than one about redemption, even if they share the same genre.
Below are some examples to help you frame your adventure:
Example Genres:
Fantasy
Science Fiction
Horror
Post-Apocalyptic
Steampunk
Superhero
Historical
Space Opera
Western
Urban Fantasy
Mecha
Example Themes:
Good vs. Evil
Chaos vs. Order
Survival
Revenge
Exploration
Corruption of Power
Redemption
Duty and Honor
Law vs. Morality
Fear of the Unknown
When you submit your game, optionally include a short note describing both genre and theme. For example:
“Dark Fantasy – A desperate journey through a cursed forest to save a dying village.”
“Sci-Fi Mystery – Investigators unravel a corporate conspiracy aboard a drifting space station.”
Clear, evocative descriptions help players choose the experience that best fits their interests — and help you attract a table that’s as excited about your story as you are.
Adventure Description
Your game description is your pitch — it’s what helps players decide if your table is the adventure for them. A strong description captures the essence of your one-shot: the setting, the stakes, the tone, and what kind of experience players can expect, all without giving too much away.
Focus on a few key points:
What kind of story is this? (Epic quest, tense investigation, survival horror, etc.)
What’s the setting or premise? (Where and when does it take place?)
What makes this adventure unique or exciting?
What will players do in this story?
Aim for three to five sentences that set the scene and spark curiosity — just enough to make players say, “I want to play that!”
If you’re running a less familiar system, consider including a one-paragraph elevator pitch explaining how it plays and what makes it special. Many games include a short summary on the back of the rulebook or website — that’s a great starting point.
Example Descriptions
D&D: The Sunless Citadel
A once-proud fortress fell into the earth long ago. Now known as the Sunless Citadel, its echoing halls are home to twisted creatures and darker secrets. Deep within, a blighted tree spreads corruption — and something far worse lurks in the shadows beneath.
Dungeon Crawl Classics: Sailors of the Starless Sea
For generations, your village has lived in the shadow of ancient ruins. Now, beastmen stalk the night and your neighbors vanish without a trace. With no heroes left, it falls to you to descend into darkness and uncover the secrets of chaos — no matter the cost.
Vampire: The Masquerade – Love Bites
On New Year’s Eve, the Prince entrusts you with escorting her grandchilde to a party deep in the Nosferatu warrens. You only need to return him before dawn, unharmed. But the night is long, the city hungry, and not all monsters lurk in the dark.
Your goal isn’t to summarize every encounter or twist — it’s to give players a taste of the story’s flavor. Think of it like a movie trailer in words: hint at the adventure, tease the tone, and leave them eager to see what happens next.
Estimated Difficulty and Tone
When submitting your game, please include a short note about the estimated difficulty and tone of your adventure. These two details help players choose a table that fits their playstyle, comfort level, and experience.
Estimated Difficulty describes how mechanically or strategically challenging your game will be. Some players enjoy relaxed, story-driven adventures, while others crave tactical combat or complex problem-solving. Consider how much experience players need with your chosen system, and label your game accordingly.
Examples:
Beginner-Friendly – Great for new or casual players; rules-light and story-focused.
Intermediate – Some system familiarity helpful; includes a balance of combat and roleplay.
Advanced – Best for experienced players comfortable with complex rules or tactical play.
Tone sets the emotional flavor of your story — is it lighthearted and funny, dark and suspenseful, or epic and heroic? Giving players a sense of your tone helps ensure everyone shares the same expectations before play begins.
Examples:
Lighthearted Adventure – Fun, fast-paced, and full of humor.
Heroic Epic – High stakes, grand quests, and noble deeds.
Mystery or Intrigue – Focused on investigation, secrets, and choices.
Urban Fantasy – Modern-day setting infused with hidden magic, secret societies, or supernatural forces.
By clearly defining both difficulty and tone, you’ll attract players who are excited about your style of game — creating a better experience for everyone at the table.
Player Capacity and Pre-Generated Characters
Each table will be designed for six players, but please be prepared to accommodate up to eight in case of an emergency or if another GM is unable to attend. Keeping your table size manageable helps ensure that every player has a meaningful role and plenty of time to participate in the story.
Because our event runs on a five-hour schedule, there won’t be time for players to create new characters at the table. Additionally, we can’t assume that every participant will know your chosen system or how to build a character from scratch. For that reason, all GMs are required to provide pre-generated characters for their game.
We recommend preparing at least eight pre-generated characters, but ideally up to ten, so that every player has a few options to choose from when sitting down to play. Even if you’re comfortable allowing players to bring their own characters, you should still have backup pre-gens ready to ensure your game runs smoothly and starts on time.
Materials and Supplies
To help your game run smoothly and keep everyone engaged, please make sure you come prepared with all the materials you’ll need at your table.
Dice and Tokens:
Players will be encouraged to bring their own dice, but not everyone will have a full set — especially for systems that use unusual dice (like Dungeon Crawl Classics or FATE). We’ll have a few standard sets available as backups, but please bring extra dice or any special tokens, cards, or counters your system requires.
Character Sheets and Handouts:
Bring printed copies of your pre-generated characters, as well as any handouts or reference sheets that will help your players understand the game. This could include summaries of key rules, status effects, or custom mechanics. Simple player aids go a long way toward keeping the game flowing and reducing downtime.
Rulebooks and Notes:
You’re not required to have the full rulebook on hand, but it’s a good idea to have quick references for anything unique to your system. If you’re running an unfamiliar or indie RPG, bring a short cheat sheet of rules or mechanics to help new players grasp the basics.
Other Supplies:
You may also want to bring pens, pencils, scratch paper, or tokens to track conditions and initiative. Having a few extras available helps keep things moving smoothly if a player forgets theirs.
If you need anything printed or have special materials you’d like to include for your table, contact Matthew Ward at mythshema@gmail.com, and we’ll do our best to help accommodate your needs before the event.
Arrival and Setup
When you arrive at the event, please check in at the registration table inside the Bel Air Armory. There, you’ll receive your GM packet, which will include:
Your table number and assigned play area
A list of players registered for your game
A general event schedule (including start time, break, and closing activities)
A laminated X-Card for your table’s use (for player comfort and safety)
We recommend arriving at least 30–45 minutes early to get settled, organize your materials, and greet your players as they check in. This extra time helps ensure a smooth start and gives you the chance to answer player questions or explain any unique rules before play begins.
There will be an opening ceremony at the start of the event to welcome attendees and review key announcements. After that, you’ll begin your game session, which will run until the scheduled break. Following the break, players will return to finish their adventure before we conclude with raffles, announcements, and closing remarks.
Please note that the Armory will have tables and chairs provided, but we encourage you to bring any table aids or accessories (such as dice trays, initiative trackers, or miniatures) that will help make your game run smoothly.
Running the Game: Logistics
The event will begin with a brief opening ceremony to welcome everyone and outline the day’s schedule. Once the ceremony concludes, you’ll start your game session and run it up to the scheduled break time.
We’ll make clear announcements throughout the day, including:
30 minutes before the scheduled break
At the start of the break
When it’s time to restart
30 minutes before the official end of the event
The break will be approximately 20 minutes, giving everyone time to stretch, grab a snack, and check out other activities like the raffles or boffer bear pit. When play resumes, you’ll have up to three additional hours to bring your adventure to a satisfying conclusion.
You’re not required to use all available time after the break — if your story naturally reaches its end earlier, that’s perfectly fine. Once your session wraps up, thank your players for participating and encourage them to enjoy the rest of the event, including raffles, snacks, and other activities.
At the end of the evening, we’ll announce raffle winners, share closing remarks, and thank everyone for supporting MyTHS and Slice & Dice.
Things to Encourage
If you’ve never run a convention-style game before, here are some tried-and-true suggestions to help your session run smoothly and keep players engaged.
Default to “Yes.”
You’re here to tell a fun and memorable story with new friends. Whenever possible, say “yes” to creative ideas and player input. Encourage imagination and collaboration — it’s far more fun to build on a player’s idea than to shut it down.
Rulings Over Rules.
If you’re unsure about a rule, make a quick judgment call and stick with it for the rest of the game. Keeping the action moving is far more important than pausing to double-check the book. Don’t be afraid to ask for player input, but make your decision confidently and move forward. Momentum keeps the table excited.
Don’t Take Control Away.
Players should always feel that their characters’ choices are their own. Avoid situations that strip away agency, such as forced mind control effects or one player trying to manipulate another’s decisions. Keep the focus on collaboration, not competition — it helps maintain a positive, welcoming table dynamic.
Design Your Pre-Gens Thoughtfully.
You control both the adventure and the pre-generated characters in it. Make sure the characters you provide have the tools, skills, and knowledge to meaningfully engage with the challenges you’ve designed.
For example:
If your story involves an ancient dwarven ruin, ensure at least one PC can read runes — but not all of them.
If you’ve included a magical scroll, make sure someone can use it.
In a modern or sci-fi game, balance skills — one hacker, one sneaker, one negotiator — so that everyone has a role to play.
Thoughtful pre-gen design ensures every player gets their moment to shine.
Create Simple Player Aids.
Most players won’t have a copy of the rulebook, and not everyone will know your system. Handouts summarizing basic rules, conditions, or combat actions help everyone stay on the same page.
If you’re using any house rules or custom mechanics, this is a great place to outline them clearly. Providing these sheets at the start of the game saves time and keeps you from having to answer the same questions repeatedly.
Encourage Player Help.
If someone at your table knows the system well, let them help others! Experienced players can clarify mechanics or assist with dice rolls while you focus on storytelling. Empowering the table to help each other builds camaraderie and keeps the energy up — especially when combined with clear handouts and quick references.
Things to Avoid
Even the most experienced Game Masters can run into challenges when running a convention-style game. Here are a few common pitfalls to avoid to ensure everyone has a fun, comfortable, and memorable experience.
Player vs. Player Conflicts
Avoid allowing player-versus-player (PvP) interactions. At convention-style games, your players will likely be strangers who are meeting for the first time. PvP — whether through combat, manipulation, or deception — can quickly derail the fun and create tension at the table.
If a player tries to deceive, charm, or otherwise act against another player, simply rule that the attempt fails and redirect the action toward the story or environment. Keeping the focus on cooperation helps ensure a positive, team-oriented experience for everyone.
Removing Player Agency
Avoid anything that takes control away from a player’s character. Effects like charm person, dominate, or possession can be fun tools in long campaigns, but in a one-shot they can leave a player sitting on the sidelines, unable to participate. Keep everyone engaged by ensuring players always control their own decisions and actions.
Adult or Uncomfortable Content
Since Slice & Dice is a public, family-friendly event, please avoid explicit, overly gory, or mature content. Horror elements and dramatic tension are fine — but focus on atmosphere, not shock value.
Be mindful of sensitive topics and always read the room. The provided X-Card is a tool for anyone to signal discomfort; if a player uses it, simply adjust the scene and continue without drawing attention to it. The goal is to keep everyone comfortable and immersed in the game.
Overcomplicated Rules or Slow Starts
You have limited time — about five hours total — and most players are here for the story and social experience, not deep mechanics. Avoid long character intros or overly detailed explanations of rules. Start quickly, simplify where needed, and keep the game moving with energy and confidence.
Neglecting Player Spotlight
In larger groups, it’s easy for quieter players to get lost in the action. Avoid focusing too heavily on one or two characters. Instead, rotate who makes key rolls, who leads scenes, or who gets to describe the group’s success. Sharing the spotlight makes the session feel balanced and memorable for everyone.
By avoiding these common issues, you’ll help create a smooth, engaging, and welcoming experience that players will remember long after the dice stop rolling.
Closing and Thank You
Thank you for volunteering your time and creativity to make Slice & Dice possible! Events like this only succeed because of passionate Game Masters like you — people who bring stories to life, welcome new players, and create unforgettable experiences at the table.
By running a game, you’re not just entertaining your players — you’re helping support the growth of MyTHS (Maryland Training in Historical Swordsmanship) and ensuring our community continues to thrive. Every roll of the dice and every shared laugh helps us keep classes affordable, purchase new training equipment, and fund future events like tournaments, workshops, and our recreational team league.
If you have any questions, concerns, or need assistance preparing materials, please don’t hesitate to reach out. We’re here to help you succeed and have fun while doing it!
đź“§ Contact: mythshema@gmail.com
📍 Event Location: Bel Air Armory, 37 N Main St, Bel Air, MD 21014
🗓️ Event Date: Sunday, March 15, 2026
Thank you again for being part of Slice & Dice 2026. We can’t wait to see the adventures you bring to the table — and to share in a day of play, camaraderie, and community.
Play. Fence. Support.