Swift Saga RPG relies on one player acting as the Gamemaster, or GM. The role of a GM can be divided into two
main jobs: Designing Adventures and Running Adventures.
As a GM, one of your jobs is to design adventures. It's tricky to get the hang of it at first, so many GMs start with
published adventures or adapt stories they're fond of. There isn't a Right Way to design a fun adventure, but the
game system will certainly get in your way if you're trying to design an adventure for which it isn't well-suited. Swift
Saga was designed with a certain adventure in mind. More on this in a bit.
Running an adventure can be seen as directing a play, except you're also acting as a few of the extras, the set
designer, and the guy in charge of lights and sound. You set the stage, give the players their cues, and respond to
their actions. Depending on what they do, you may have to hastily create new locations or new non-Player
Characters (NPCs) for them to interact with. Collaborative entertainment is the goal! Remain open to ideas from your
players and you'll end up experiencing a story none of you expected.