The Game Master (GM) plays a very important role as the narrator of any role-playing game (RPG) adventure. It is their task to create a fictional world for the other players to inhabit and guide them to each objective. The GM also stands in for the non-player characters (NPC) and acts out their part in the story according to their personality and unique stats. Playing as the GM is likely the most challenging and involved role to play in an RPG and it is important that who ever decides to take on that role, be very well prepared.

If you are interested in becoming a GM, you will find that this page has plenty of great advice and guidance to make sure you get started on the right foot. It is recommended that you give it a good read through before leading a campaign so you are better prepared for a most difficult, but uniquely rewarding part of Pocket Bite.


In order for a campaign to go smoothly, it is important that the GM have a good understanding of the rules. Likely there are going to be players that aren't familiar with the rules at all, so in case nobody else knows the rules, the GM can help everyone to understand along the way.

All the rules of Pocket Bite can be found on this site so once you are finished reading this page, you can use the tabs at the top of the page or click the arrows below to navigate between sections and read up on all the game rules.


While the rules of a game create a consistent playing experience for everyone, your main focus as the GM should be fun. Sometimes a player will have a great idea that makes for interesting role-play but goes against a rule. In these cases, it is usually a better approach to forego the rule for the sake of player enjoyment and better storytelling. This could mean twisting the way a spell or item is supposed to work or making up your own house rule for that campaign.

Of course, you don't want to overdo it either. Challenge is the spice of any campaign and simply granting wishes would quickly make the story feel bland overall. Keeping a good balance for what you feel is right for your party and everyone will have a much nicer experience.


The most importantly factor of running a successful campaign are your players. Everyone likes to role-play differently and it's essential to choose a campaign that can accommodate your players play-styles. Some want a combat focus, some prefer more interaction with the environment and NPCs, and others are looking to explore the world. Knowing your players and finding the right balance of these elements in your campaign will greatly add to player engagement.

Another aspect of the campaign you want to consider is it's length. Sometimes campaigns will last you several weeks while others can be completed in a few hours. Think about what kind of investment you and your players are willing to give and choose the campaign accordingly. If you are unsure, it may help to start with a smaller campaign that can be easily strung into another one. This way you have plenty of time to get a read on your players and make adjustments as time goes on.

The last major thing to keep in mind when selecting a campaign is its content. If you select a campaign you love but the themes and tones don't align with the players interests, you could end up boring them or in some cases even alienating them. A good overall rule for any storyteller is to know your audience!


In Pocket Bite, players have a lot of freedom when it comes to creating their characters. There are no restrictions on the kind of weapons or armor they can use and any character has the ability to know any skill or spell at any level. It is also completely encouraged for players to invent their own items, skills, and spells. Because of this freedom, it is important to moderate the player's choices. While looking over a player's character sheet, use your own judgement to determine if anything would unbalance the campaign then make the proper adjustments.

To help in these decisions, every item, skill, and spell has a suggested level range you can refer to. This level range can also be useful for selecting items you might like players to interact with during a campaign such as a special weapon a tough enemy wields or a new spell an NPC can teach to one of the party members.