Treasure RPG

Referees

A DM or referee helps players get the most out of a roleplaying game. With a referee plot development, roleplaying during encounters and immersive campaign settings become as, or more, important than using adventurers’ skills to overcome opponents:
  • Team and solo play are there to make it easy for a player or players to practice and play Treasure while leaving many of the decisions taken by a DM or referee to the ‘rules’. Team players may share out the work involved in running play and referees may even want to use the solo options to test adventures before running them with players.

  • Treasure tries to encourage referees to use the game’s ‘rules’ to quickly put together adventures and control some aspects of play; while, hopefully, expanding the game beyond the guidelines to make adventures more varied and imaginative than those resulting from keeping to a fixed set of rules.

  • A referee might want to use a standard layout and the game’s tables to populate a dungeon complex. The triggering of alarms might also continue to be controlled by the standard ‘rules’. However, the same referee may prefer to decide which monsters are going where without sticking to the standard approach and also wish to select encountered units’ choice of actions.

  • A referee's control over the rules can extend into any area of the 'rules'. For example, if a ritual isn’t to a referee’s liking the ritual can be removed from play, be assigned a new effect or be replaced. Along similar lines, if a referee wants to use a new tribe or include a new table the referee should go right ahead and give it a try.


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