Table ReadyMaps. Stories. Less prep.
More table time.

Your first evening as GM.

You describe the situation, play the other people and explain what choices change. The players decide what their characters do. You do not need to know their solution in advance.

Before everyone arrives

  1. Choose a premise and read its content notice with the group.
  2. Use Prepare to choose 90 or 120 minutes. Download the matching complete ZIP.
  3. Read the one-page reference, truth, events and endings. Keep GM discovery cards separate from the player book.
  4. On the adventure page, save the pack for offline play, then open the GM panel. You can also print the state sheet and map.

Open with an agreement

Ask what everyone wants to avoid or soften. Anyone may pause or change a detail. Each character needs an ordinary useful skill and a reason to help. Read the opening, then ask one player what they notice.

Follow decisions

Offer the connected places and choices at the current location. Say costs before committing. Use the choice button only after the players agree; the panel updates supplies, events and discoveries. Undo corrects a mistaken click. Evidence remains obtainable without a successful roll.

Give players useful information

Open the player presentation in another window. It shows only known places and revealed cards. Ask players to compare, mark or discuss each card using its suggested task. Keep your notes and NPC boundaries in the GM view.

Leave time for an ending

Use an available closure that reflects what the group achieved. A partial result still names a benefit and a cost. Ask what they enjoyed and what remained unclear; export the session record before leaving.

Read the six practical guides · Try a rescue with visible costs