2 | Running ARC: Before, During and After
5 min read
Every game is your own. Your role as Guide evolves based on the players and the kind of story everybody wants to play. Regardless, there are a few universal guidelines on things you can do before, during and after a game. The section “During the game” in particular discusses typical decisions you’d have to make during a session.
These tips are not set in stone: you have the freedom to adapt, amend, or discard according to your needs.
1. Before the game #
Review the Doom. Plot out a few rough ideas for how it progresses—with or without player involvement. Remember: the Doom exists separately from the heroes and can evolve in the background.
Review the Omens. These are your subplots and side quests. Think about how you’ll integrate them into the adventure and exploration.
- In an Omen about missing children, for example, maybe they meet a mother or a school teacher as non-hero characters. However, try to keep this organic and natural. It helps if you…
Identify the motivations of key characters or factions. You can even flesh out a characters with stats, personality and even dialogue but be prepared not to use them as is.
Lastly, create a hook. The heroes are called to adventure…how? Did someone hire them? Is there a shared concern they can’t ignore? Will a revelation set events in motion—or a secret, curious mystery?
2. During the game #
Guide, your task during a game session is generally threefold: set the scene, respond to hero action (or inaction) and adjust the story.
A. Set the scene #
Describe the details necessary to empower all players. How can they talk to the brooding gentleman in the corner if they don’t know he’s there? If you want, add details that evoke: light, sound, atmosphere, even the dust and smell of mildew.
When describing the scene don’t underestimate other players’ contributions. If you and the players are willing, you can ask them for details about the world or their surroundings with questions such as:
- If you’ve been here before, what do you know about this place?
- Your hero has a tie to this place, right? What’s the most memorable aspect here?
- Does this relate to your hero’s backstory? What do you remember as a result of this situation?
You also roleplay non-hero characters. Non-hero characters can have interesting mannerisms like a raspy voice, an arm in a cast or a favorite expression. They can even mimic characters from books, TV shows or movies—though oftentimes it’s a distinct, internally consistent personality that makes non-hero characters more memorable than most.
B. Respond to hero action (or inaction) #
Once they’ve responded, what happens? If they punch the squire does he punch back? And if heroes aren’t compelled to act are there ramifications?
Action and inaction should have weight and consequence. Even a failed Skill Check should move the story forward. If a hero fails to sneak into the villain’s headquarter maybe guards appear and accost the party’s noblin friend. Introduce complications.
Don’t be afraid to ask questions and nudge the other players into a more clearly articulated response if their action is too vague.
- What do you do now?
- How will you investigate?
- What are you trying to accomplish?
C. Adjust the story. #
Review your factions and characters’ motivations. Have they changed? What does it lead them to do now? Look back at the Omens. Are they affected? Do they intensify or become idle? Keep the story going.
If you are at a loss for what to do next you can try to tackle one (or both) of the questions below:
- What escalates the story’s risks and threats?
- Conversely, what resolution can make way for new plot points?
If you need time to think about where the story should go, tell the table. It’s okay.
Adjust the narrative and prepare for the next scene.
If you’re not sure how these all work you can read Appendices 2, 3 and 4 for sample gameplay.
Guide, while the rules lay out most of the basics, there are also some things left up to your deliberation beyond story decisions. Here are just some of the most common rulings you might make:
D. Common Ruling Adjustments #
What supplies, sundries and odd items do. Items on the Supplies and Sundries and the Oddities and Valuables inventory lists lack description—how or why they work is left to your imagination. Oddities can even act as ripe fodder for new plot points or twists.
If a Skill Check is necessary.
If the task is easy or inconsequential, like, say, reading a regular book, the player doesn’t need to bother with a Skill Check.
Only call for a Skill Check when there are stakes (reading the runes can open the portal!) and there’s a possibility of an interesting outcome either way (their attempt may alert the vicious wizard!).
Whether the Approach or Skill is appropriate.
Sometimes players are tempted to propose an Approach that isn’t really applicable to the task, like proposing to use a Creative Approach when the task is more careful. Let the player explain why they think their choice applies.
If it’s good reasoning let them use it. But if their reasoning is a little sloppy don’t be afraid to say no. This also applies to Skills.
Difficulty Modifiers.
You don’t always need to assign a Difficulty Modifier to a Skill Check. However, you may apply one if the task is significantly easier or more difficult because of the hero’s state, the target’s resistances, or the nature of the action and situation.
Keep rulings over difficulty modifiers consistent. If something is roughly as difficult as another task the Difficulty Modifier should be the same.
Consequences and Opportunities.
Allow players to pitch ideas first before making a call. Consequences include delay, permanent or temporary loss of resource, misunderstanding, overkill, or something else…perhaps something not immediately known to players.
Opportunities include risk reduction or redirection, gaining respect, new knowledge, or something else.
Lastly…
Stats, Powers & Personalities of non-hero characters. See Creating Custom Characters and Adversaries.
Final reminders during the game #
Keep your eye on the time. Don’t forget to advance the Doomsday Clock. When the Doomsday Clock is nearing the end raise the stakes and make it more tangible or apparent. Maybe the cult starts sacrificing humans in a demon-summoning ritual. Maybe the town settlement crumbles under the force of the waves. Maybe the goblins start singing a god-awful song.
Last but not least: don’t stress over facilitating a perfect game.
Perfect games don’t exist. Guiding a welcoming game where mistakes are okay, however, is a good target to aim for.
3. After the game #
Congratulations! Thank the players, including yourself, for making it possible. If you feel you didn’t do so well, that’s OK—it’s still a learning experience for next time.
After all, building a story with others is a valuable achievement in its own right. You’ve completed an arc—and that’s truly wonderful.
Thank you for playing.
The sun is tired. Now dusk approaches, bringing a mournful remembrance of the past’s storied heroes. Their efforts were not in vain.