Every live room needs someone watching the cameras, running hints, and resetting between groups. Divide the rooms running at once by how many one game master can cover, round up, and you know how many to schedule.
Five rooms at two per game master needs three on the floor — two of them cover two rooms each and one covers the fifth.
The example
Three shifts, each with the number of rooms running at once and how many one game master can watch.
| A | B | C | D | |
|---|---|---|---|---|
| 1 | Shift | Rooms | Per GM | GMs |
| 2 | Peak | 5 | 2 | 3 |
| 3 | Slow | 2 | 2 | 1 |
| 4 | Mega | 8 | 3 | 3 |
The formula
The ratio rarely lands on a whole number, so round up to keep every room covered:
How it works
A ratio and a safety round:
B2/C2divides the rooms running at once by how many a single game master can handle.ROUNDUP(...,0)rounds up to the next whole person — you cannot staff two-thirds of a game master.- Rooms-per-GM depends on the game: a hint-heavy room needs closer watching than a hands-off one.
- Round up, never down — rounding down leaves a live room with no one on it.
Add a floor supervisor on top of the game masters for peak shifts by adding 1 to the result.
Try it: interactive demo
Enter the concurrent rooms and how many one game master can watch.
Variations
Add a supervisor
Put a shift lead over the game masters on busy nights.
Labor cost per shift
Multiply the game masters by hourly pay and shift length.
Pitfalls & errors
Rounding down understaffs the floor — 5 rooms at 2 per GM is 2.5, and 2 game masters leaves a room with no one running hints or watching for safety.
Set rooms-per-GM by the hardest room in the mix, not the average. One demanding room can pull a game master's attention off everything else they are covering.
Practice workbook
Frequently asked questions
Why round up instead of to the nearest whole number?
How many rooms can one game master really watch?
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