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Session Structure

Duskara: Stormtide GM Guidance

Opening: Establish scene, location, immediate goal. "You're two days from Khal-Rim when the wind shifts. Your weather worker senses a superstorm forming." Rising Action: Players make checks, skills degrade, complications arise. Let them decide when to catch th...

Using Complications Effectively

Duskara: Stormtide GM Guidance

Complications aren't predetermined events—they're prompts you interpret based on what's happening right now. Roll "You've attracted attention": In ruins exploring ancient tech? A salvage crew from rival settlement heard noise and investigates. Camping in twil...

Balancing Resource Depletion

Duskara: Stormtide GM Guidance

Don't micromanage. Track water, food, and energy loosely. Use scarcity as narrative flavor, not tedious accounting. Make resources matter during complications. "You find shelter, but there's no water source. How do you ration what you have?" Reward clever thin...

Psychic Abilities and Balance

Duskara: Stormtide GM Guidance

Psychics aren't mandatory. Non-psychics contribute through skills, equipment, and ingenuity. Overuse has consequences. After 2-3 psychic feats in a session, impose stress or require rest. Psychic abilities create opportunities, not solutions. Weather working c...

Responding to Player Actions

Duskara: Stormtide GM Guidance

RPG storytelling emerges from player choices and system interactions. Don't plan outcomes—respond dynamically using Breathless mechanics and Duskaran context. Players Track Bandits Into Ruins Player Action: "We follow the bandit tracks into the abandoned settl...

Pacing Long-Term Campaigns

Duskara: Stormtide GM Guidance

Sessions 1-3: Establish Stakes Introduce settlements, factions, key NPCs Focus on simple missions (caravan escort, salvage, resource gathering) Let players experience core mechanics without overwhelming complications Build investment in community or faction ...

Managing Multiple Storylines

Duskara: Stormtide GM Guidance

Main Plot: Overarching campaign goal (stop rogue faction, decode ancient mystery, survive mega-storm season) Subplot A: Character-driven personal goal (find lost family, master psychic ability, build reputation) Subplot B: Faction relationship (earn trust, exp...

Handling Player Creativity

Duskara: Stormtide GM Guidance

Player: "Can I use weather working to create a localized fog to hide our approach?" GM Response: "That's awesome. This isn't a standard use, so it'll be a Stunt—roll d12 for Commune. If you succeed, you'll need to catch your breath before attempting another st...

Solo Play Rules

Duskara: Stormtide

9.1 Solo Game Loop

Duskara: Stormtide Solo Play Rules

Solo play follows this iterative structure: Step 1: Establish the Scene Where are you? What's happening? Use the Location Generator (Section 9.4) or decide based on your character's goals. Set stakes: "I'm escorting a caravan through the twilight belt when a s...

Question Oracle

Duskara: Stormtide Solo Play Rules

Use this when your character isn't directly involved, or when you need to disclaim decision-making. Ask a yes/no question. Imagine the outcome. Roll a die based on the likelihood: Very unlikely: d4 Unlikely: d6 Likely: d8 Very likely: d10 Almost certain: d12 ...

Risk Oracle

Duskara: Stormtide Solo Play Rules

Use this when your character attempts something challenging with uncertain outcome. Assess your level of control over the situation. When in doubt, use precarious (d6). Roll a die based on control level: Chaotic: d4 (superstorm, psychic aberration, major pred...

Solo-Specific Tables

Duskara: Stormtide Solo Play Rules

These tables help generate content when you need inspiration. Mission Generator (d12) Locate Water Source: Find hidden aquifer, repair cistern, or negotiate access to controlled reservoir. Deliver Supplies: Escort caravan, protect cargo, navigate hostile terr...

Solo Campaign Frameworks

Duskara: Stormtide Solo Play Rules

Choose one framework or blend elements to create your own. 1. Lone Wanderer Concept: You're a solo explorer, trader, or exile surviving across settlements. Build reputation, gather resources, and carve out a place in the world. Structure: Session = one missio...

Journaling Prompts

Duskara: Stormtide Solo Play Rules

Solo play benefits from journaling. After each session, answer one or two prompts: What did you discover today? Who did you meet? Will you see them again? What resource are you running low on? How will you resupply? What complication do you fear most? What's ...

Extended Solo Play Example

Duskara: Stormtide Solo Play Rules

Premise: You're Kael Serin, a Deepkin Scout escorting a small caravan from Lumina Caverns to Aurora Bastion. You carry resonance crystal (d10), climbing kit (d8), and a med kit. Your skills: Navigate d10, Perceive d8, Endure d6, others d4. Turn 1: The Journey ...

Random Tables

Duskara: Stormtide

Locations (d20)

Duskara: Stormtide Random Tables

Aetherion Central Market (bustling trade hub, vertical farms visible) Khal-Rim Thermal Forges (heat shimmer, hammering sounds) Lumina Caverns Resonance Chamber (echoing voices, bioluminescent glow) Aurora Bastion Ice Fields (wind-scoured tundra, harvesting cr...