r/AskGameMasters • u/wipqozn • 1d ago
Looking for advice on running Honey Heist
Hi all,
I'm looking to run Honey Heist for some friends soon, and I was hoping to get some advice on preparing and running it. I've already done some reading on this subreddit and others, which has gotten me some good advice already, but before I get into all of that I thought I'd give you a better idea of my experience GMing.
I've been playing TTRPG for ~18 years, with my playing experience being spread across different versions of D&D and Pathfinder. I started DMing a few years ago, but my time DMing has been sporadic due to various things like people moving away, having children, et cetera. I've run a few dozen sessions as GM. Most of this is in Pathfinder 2E, but I started exploring other systems after a player had to move for work. Since then I've run some Call of Cthulhu, Mothership, and a single session of Dragonbane (which is going to turn into a short campaign). My main style as a GM is to reward player creativity, so when the players come up with a good idea I make sure it's worthwhile to pull off. Part of why I dropped Pathfinder 2E is I felt like it was so concerned with balance that I had to break the system to allow my players to be creative. So I do have some games under my belt, but I'd still describe myself as a beginner GM.
Enter Honey Heist. I recently stumbled across this 1 page RPG while looking for easy to learn systems that would be good for 1-shots, and I immediately knew I had to run it. The rules are simple, but it also gives the GM so little direction that it's a little intimidating. I know it's just meant to be a fun and silly little system, but I still want to make sure I'm properly prepared for it so my players have a good time.
As such, I come to you looking for any and all advice you have on how to make sure my players have a good time. I've never run such a silly RPG before, so it's definitely something new to me. A few things I already have in mind based on previous posts asking about this RPG are:
- Make the GM setup rolls beforehand.
- Make a rough map of the convention. Detailed enough that I have some idea what the convention looks like, but not so detailed that I can't easily adapt/react to the actions and ideas of my players during the sessions.
- I'll request players reroll their bear traits if there's any duplicates. I want each player to feel like their bear is unique.
- I want to make sure each player has a chance to make use of their bears unique traits. I won't force it, but I want to make sure they have the opportunity.
- The bears will be able to communicate with humans, but I don't want them to be able to communicate perfectly. I haven't figured out exactly what this looks like yet (advice welcome!), but I want them to be able communicate well enough that they can talk to people, but not so well that it won't lead to any miscommunication related hijinks.
So that's what I have so far. I'd love to hear any and all advice anyone has, and allow me to says thanks in advance for any and all advice people take the time to share. It'll all be greatly appreciated!