GM Guidance
Core GM Principles
1. Telegraph Risk: Always tell players what they're risking before they roll. "If you fail, the s...
Campaign Frameworks
1. Caravan Expeditions Premise: Players escort trade caravans between settlements, dealing with s...
Session Structure
Opening: Establish scene, location, immediate goal. "You're two days from Khal-Rim when the wind ...
Using Complications Effectively
Complications aren't predetermined events—they're prompts you interpret based on what's happening...
Balancing Resource Depletion
Don't micromanage. Track water, food, and energy loosely. Use scarcity as narrative flavor, not t...
Psychic Abilities and Balance
Psychics aren't mandatory. Non-psychics contribute through skills, equipment, and ingenuity. Over...
Responding to Player Actions
RPG storytelling emerges from player choices and system interactions. Don't plan outcomes—respond...
Pacing Long-Term Campaigns
Sessions 1-3: Establish Stakes Introduce settlements, factions, key NPCs Focus on simple mission...
Managing Multiple Storylines
Main Plot: Overarching campaign goal (stop rogue faction, decode ancient mystery, survive mega-st...
Handling Player Creativity
Player: "Can I use weather working to create a localized fog to hide our approach?" GM Response: ...