GM utility page

GM Guide

The beauty of tabletop RPGs is that players can try whatever they like, and the Gains Master can answer with equal parts structure, chaos, and controlled swolecery. If that freedom feels like a lot at first, use the tables and guidance below to get your first few sessions under the bar.

GM Style

  • There is no single Gains Master style that benches more than the rest.
  • You can be detailed in the scenes and harsh on groups which are invested in the systems.
  • You can be vague on outcomes and generous in rewards with groups that are there for the company.
  • It takes time to get to know your group, it is always okay to ask them directly.
Muscle Wizard character art
Set the stakes before the dice hit the table.

Difficulty

Difficulty lives in two places: the scale of the encounter and the DC of the action in front of the players. Use both on purpose and let the scene breathe when the dice say things get ugly and everyone starts panic-spotting each other.

Exploding dice icon art

Encounter difficulty

Video games often have a problem: algorithmic encounters grow stale. Thus we turn to ttRPGs, where we can control the scale, flavor, and genre of our encounters. Even then, it takes a skilled GM to properly cater encounters to a group.

A quick and easy way is to randomize the difficulty. The GM still needs to develop the goal and setting of the encounter; see the Encounter Generator for ideas. This randomization keeps the stakes high, because not every fight needs to be won and running away is a legitimate resolution.

It also gives players a chance to flex their brain muscles in creative decision making, or later flex their character muscles as they steamroll an encounter level that once gave them difficulty. Variety is king, and every king should be at least a little ripped.

d8 randomizer

RollEncounter tierUse
1TrivialBreather fight, comic speed bump, or victory lap.
2EasyLow-pressure obstacle that still makes the group engage.
3-4ModerateStandard danger where resources and teamwork matter.
5ChallengingSerious threat that may demand a plan or retreat.
6RidiculousSwingy danger where the fiction should feel unstable and loud.
7-8God-TierLegendary opposition, survival scene, or table-shaking event.

Scale examples

TierExample
TrivialA couple of drunk guards, weak scavengers, or a hazard the crew has already outgrown.
ModerateA trained patrol, a named rival with backup, or a monster that owns the terrain.
God-TierA legendary beast, a war machine, or an encounter built to be survived rather than slain.

Difficulty class and resolution

As with most ttRPGs, there needs to be meaning behind a dice roll. What does a 12 mean? What about 35? How hard is it to climb a 4 meter wall? How hard is it to climb that wall with only one arm and one leg while running from the Basilisk that chomped them off?

That is the Difficulty Class of the action the player wishes to take, and it is your job to set it. Do so only after the player describes how they wish to complete the action, because that part is relevant.

Now as a GM you get to decide how the attempt plays out. How far off did they miss or surpass the DC? Use the table below for a sense of the outcome, and remember the scope of absurdity and power scaling at your table so you do not break the immersion for yourself or the players.

DC guide

DifficultyTargetUse
Trivial2-6Routine stunt, clean setup, or no real pressure.
Easy7-14Simple climb, light danger, or plenty of time.
Moderate15-30Real risk, active pressure, or sloppy footing.
Challenging31-50Bad position, heavy stakes, or serious injury.
Ridiculous51-99Nearly impossible without luck, help, or absurdity.
God-Tier100+Mythic nonsense that should feel legendary.

Outcome guide

Outcome tierRoll result
Catastrophic FailureLess than a quarter
Humorous FailureLess than half
Mild FailureLess than one
Normal SuccessOne or more
Greater SuccessDouble
OverwhelmingQuadruple or more
Absurd SuccessDecuple

Wall examples

Regular Wall

Suggested DC: Around 10-15

A 4 meter wall with decent handholds might be an Easy or low-Moderate DC. A miss costs time, position, or composure. A clean success gets the player over it.

Basilisk Escape

Suggested DC: 35 and up

That same wall with one arm and one leg missing while a Basilisk is charging becomes Challenging or worse. A miss can mean a fall, lost gear, or the monster catching up. A big success buys distance, saves another player, or turns panic into momentum.

GM Scope Guide

Muscle Wizard gets better when everyone knows how "flexible" the game reality is and how influential humor will be. Make those calls early, say them out loud, and stay consistent. This affects whether silly actions have consequences and how far your table wants its swolecery to bend before it snaps.

Session 0 checklist

  • Show a few example Words of Power that fit and a few that do not.
  • Decide whether your table wants sandbox play, campaign arcs, or a mix.
  • Agree on how deadly injury, cursed items, and failure should feel.
  • Explain what kind of comedy belongs in the campaign and what does not. Understand if there are any uncomfortable topics, often best asked in private or anonymously.
  • Tell players whether you prefer literal rulings, broad rulings, meta play, or maximal chaos at the GM's discretion.

Word Stretch

Decide whether Words of Power must stay literal, can run on broad comic logic, or can go full cartoon nonsense. Establish the lane before characters lock in.

Restriction With Purpose

Say no when a word erases tension, fully replaces another player's gimmick, or breaks the agreed tone. Whenever possible, turn that no into a nearby yes. A stick and bone method, if you will.

Tone

Pick where the campaign sits between slapstick, heroic pulp, and cruel parody. Let the jokes, the danger, and the aftermath all live on the same dial.

Consequence

Choose how sharp failure should feel. Lighter games can soften injury spirals and death. Meaner games can let bad luck and cursed fallout linger, often changing the course of the story.

Creative Freedom

Reward strange plans when they respect the table's scope. If a plan is clever, funny, and still leaves room for risk, let it sing. Don't forget the stick, when a player disrespects the table's boundaries.

Power Ceiling

Decide how quickly absurd strength should enter the campaign. A lower ceiling keeps scenes scrappier. A higher ceiling turns the game into escalating legend. Will a roll score of 300 for a Zap spell summon dozens or thousands of lightning bolts? Stay consistent.

Structure first, improvisation second.

Running the Game

Whether you run the world as an open sandbox or a tighter campaign, the GM's job at the table is the same: present clear trouble, set stakes, and let player nonsense collide with meaningful consequences. Every GM has a different prep threshold; whether it takes days of work or pure improv is entirely individual. Our advice is to keep a few encounters ready, then adjust them based on the fallout from the last set of heroic bad decisions. Sandbox styles lean into improv, campaign styles lean into structure, but there is no wrong way to run the rack.

1

Decide together at session 0 what style of play you want and how much prep you need to feel comfortable.

2

Ask what the players actually want: a home base, exploration, more or less combat and so on.

3

Set the difficulty and the stakes: How big are the baddies? How magical is the magic? Can there be too much MUSCLE?

4

Is everyone there for the story, the mechanics, or the vibes? What about phones, food, and other distractions at the table?

Sandbox vs campaign

CategorySandboxCampaign
Best forWandering crews, open jobs, drop-in sessions, and player-led detours.Recurring players, character arcs, world politics, and a stronger story spine.
Prep focusPrep factions, places, independent encounters, and simpler NPCsPrep milestones, recurring villains, escalating fronts, and deeper lore.
PressureLiberal use of lethality against players, player versus player competitionsNarrative-focused consequences with adjusted story beats.
Player freedomHigh freedom with lots of side angles and opportunistic chaos.Freedom in action, less in destination.
RewardsContacts, gear, gold, rumors, territory, and accidental new problems.Those and more: reputation, faction shifts, and character-narrative progress.
Let players spend XP to negotiate with the GM in the open.

XP Bargaining

Many games discourage metagaming, using knowledge your character would not have to gain an advantage at the table. MUSCLE WIZARD does too. The twist is that it also has an entire lane where players are encouraged to step out of character and bargain with the GM in broad daylight.

Talk as the player

This is the clean place to step out of character. Let the player say exactly what they want, exactly what they are offering, and what kind of downside would still feel fair. Then answer that bargain plainly, like two adults negotiating over a flaming dumbbell.

What XP buys

Part 1

XP is a currency

XP is not only long-term progression. It is also spendable table currency that can buy power, recovery, or a twist in the scene right now. If the player wants a real advantage, make the price feel real.

Part 2

Buying ability dice increases

If a player wants to raise an ability die, XP is the cleanest price tag. Bigger dice and bigger jumps should cost noticeably more. Treat it like a permanent investment, not a free rewrite in the middle of trouble.

Part 3

Healing with XP

XP can buy back momentum, patch up ugly injuries, or keep someone in the fight when the scene still has teeth. The more severe the damage, the more XP it should cost to shake it off.

How to run the bargain

Part 4

Purchasing events

Players can spend XP to ask for the world to move: a dragon arrives, a target slips on bad footing, a guard looks the wrong way, or a third party crashes the scene. They are buying movement in the fiction, not a guaranteed win.

Part 5

Monkey's paw rule

If a bargain would flatten the tension, attach a catch. Give them what they asked for in the bluntest possible way, but let consequences, collateral, or a future problem come with it.

Part 6

Coincidence as narrative power

Use coincidence to justify the bargain when needed. Bad timing, lucky timing, overheard rumors, traffic, weather, old grudges, or a hungry monster in the wrong alley can all make the spend feel like part of the story instead of a cheat code.

Build threats fast and leave room for personality.

NPCs & Monsters

You do not need a dense stat block. Give the creature a clear identity, a short list of memorable abilities, and a Power Level that tells you how hard it will push the players. It only compares to itself, so it may take a few encounters before your threat design gets truly gym-forged.

Though the player characters can do anything, the NPCs should keep to their words of power. They are tied to the description of the being and character, and if the creation isaround long enough for growth or change, the Words of Power should adapt as well.

Scaling

Creature power level scales 1-20. The sum of creature difficulties in the encounter should set the encounter difficulty.

  • Power Level 5 using 2 abilities = Difficulty 10
  • Power Level 8 using 3 abilities = Difficulty 24
  • Power Level 20 using 4 abilities = Difficulty 80

Maybe you don't want your monster going all out; its injured. Or their player character's teacher is only sparring with them. You can lower the encounter difficulty by disabling certain Words of Power by various narritive means.

Template

Build from these six parts and you can improvise the rest at the table without pulling a narrative hamstring.

Step 1

Name

Name the creature or NPC and decide what makes it funny, scary, or both.

Step 2

Look or gimmick

Lock in the visual hook, comedy bit, or threat profile that makes the build memorable on sight.

Step 3

Power Level

Assign a Power Level. The booklet guidance puts 3-10 in the normal range and 20 aside for powerful creatures.

Step 4

Ability acronym

Build each ability from the acronym of its name so the concept stays tight and easy to improvise.

Step 5

What it wants right now

Give it a clear immediate goal so you always know what it pushes toward in the scene.

Step 6

What makes it break, panic, or overcommit

Decide what cracks the creature under pressure, then only use the abilities that matter in the moment instead of firing the whole sheet every time.

Worked examples

Two quick builds you can steal before your players even finish stretching.

Master Jimmy character art

Example 1

Master Jimmy

MENTOR

Both egregiously arrogant and excessively nonchalant, Master Jimmy is the unwilling mentor of the Player Characters in the gym of Flexhaven City. They are someone of notable strength and influence, but not an official leader of any kind.

M

Magnate

Has a naturally noble disposition which commands some level of authority.

E

Enchantment

Skilled in creating minor magical artifacts.

N

Natty

Through their obsession against supplements, they find it easier to convince others of the same and find themselves stronger when they use their mother-gifted body.

T

Thighs

Has strong thighs: they can leg lock, thigh-crush, run fast, and more.

O

Oracle

Has access to future predicting magic.

R

Ripper

Through rigorous training and body sculpting, they are capable of tearing things apart.

What they want

Master Jimmy has the clear goal of being unbothered by worldly matters and just wishes to be left in peace to workout and talk about the benefits of staying natty.

What they fear

They are terrified of the gym general manager, whom they thought was a skinny, albeit powerful, wizard, only to learn they had the most terrifying sleeper build and destroyed them in a public flex off.

Example 2

Generic Apple Goblin #4: Bobblin

GOBLIN

Yet another apple goblin, staying unseen as it collects its apple debt.

G

Greedy

They like to take, but not to give, so they are very good at taking.

O

Oily

They are gross and greasy, and very good at slipping from your grasp.

B

Binder

Magically, physically, and conceptually they have a natural gift for tying one down with contracts, ropes, and oaths.

L

Loans

They are basically investment bankers if you think really hard about it.

I

Invisible

Through magic they remain unseen until they wish otherwise, or get punched out of it.

N

Nabber

With quick fingers they can take what is not theirs.

What they want

Bobblin only wishes to grow their apple hoard.

What they fear

Bobblin is still a goblin. They fear everything, and only show courage within their mob mentality.

Give players tools without replacing their creativity.

Items

Items should open angles, reward action, and make the table laugh when they go wrong. They are best when they support a player's plan instead of solving the whole scene alone.

Workshop rules

Players can get up to three chances to create items with GM approval.

They should roll using any abilities that genuinely support the item they want.

The higher the roll, the better the quality.

If any result is 1, the item is broken or Cursed.

If players want to create magical items, the roll result needed is doubled.

Starting gold can be rolled with 3d6 or a d20. Roughly, 1 gold feels like $10-$20.

Crafting results

Higher rolls make stronger items. If the item is magical, double the result needed.

1-5

Die sized4
Bonus+2

6-7

Die sized6
Bonus+3

8-9

Die sized8
Bonus+4

10-11

Die sized10
Bonus+5

12-19

Die sized12
Bonus+6

20-99

Die sized20
Bonus+10

100+

Die sized100
Bonus+50

Item template

Once the roll tells you how potent the item is, fill in these details to make it table-ready.

Name

Give it a name players will remember and happily shout across the table.

Description

Explain what the item actually does before you start talking numbers.

Magical or mundane

Decide whether it is clever gear, alchemy, absurd craftsmanship, or outright magic.

Die size or flat bonus

Tie the item's mechanical payoff directly to the roll result so its strength is obvious.

What it looks like on the table

Describe the shape, sound, glow, smell, or flex-worthy flourish that sells the prop.

What can go wrong if it backfires

Decide how it jams, breaks, embarrasses someone, or becomes Cursed when things go sideways.

Make the danger flavorful, not random sludge.

Curses

Curses work best when they push the fiction somewhere weird and specific. They should feel like consequences with personality, not just a punishment tax.

Curse families

Cursed skull icon

Start with the source of the curse so the effect feels like it belongs to the thing that caused it, not like random haunted cardio.

  • Demonic
  • Undead
  • Fey
  • Elemental
  • Cosmic
  • Draconic
  • Angelic

How to build it

1

Choose the source

Pick the curse family first so the weirdness has a coherent flavor and belongs to the thing that caused it.

2

Decide the target

Roll or choose who actually catches the curse based on the current scene and the kind of chaos you want.

3

Deliver the effect

Use the effect table, then make the consequence immediate, specific, and visible in the fiction.

GM reminders

  • Cursed Items can trigger on a Fumble, an absurd result, or a custom condition tied to the item.
  • A good curse complicates the scene immediately and leaves a memorable aftertaste.
  • If the curse is funny, let it still matter. If it is dangerous, make it weird enough to enjoy.

Roll reference

Choose or roll the target, then decide how the curse manifests in the scene.

Who gets hit

d4Target
1Yourself
2Something related to the curse type
3A random target
4The closest living being

What happens

d8Effect
1Explode
2Summon or Illusion
3Transmutation
4Possession
5Barrier appears
6Luck
7Charmed
8Visions

Over 216,000 Combinations

Create a Fresh Encounter

Pull a goal, a pressure point, and a payoff. Keep the pieces that fit and reroll until the encounter feels like it belongs to your table. Some combinations will look completely unhinged. Good. That is where Muscle Wizard usually starts breathing hard.

Goal

What the whole flexercise revolves around

Recover the bronze dumbbell idol from the flooded vault under Flexhaven Bathhouse before the trustees drain the chamber and spot the empty shrine.

Pressure

Why the room starts sweating

The flooded vault door seals for another year when the tide horn sounds.

Payoff

Why anybody bothers risking the reps

The bronze dumbbell idol grants one clean answer about any locked door in the city.

Goal + pressure + payoff = a table-ready flexercise.