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Rules · Fantasy RPG · 9

GM Rules

The rules only the GM uses: overriding results, hidden information, fog of war, encounters and running the session.

  • For the GM

How to use it

  • The app resolves everything as it happens. The GM steps in only when the story needs a different outcome.
  • Every override is recorded with the original value.

Step by step

  1. Let the rules play out.
  2. If a result should change, use the result card or the creature's menu.
  3. The change is applied and logged.

Overriding Results GM Details For the GM

  • Attacks and spells: make a hit a miss (the damage and conditions are undone), make a miss a hit, or change the damage.
  • Checks and saves: make them a success or a failure. A failed search can be revealed anyway.
  • Pushes can be undone or forced; hazard damage can be taken back.
  • A character at 0 HP: Dead, Unconscious, Stabilise or Ignore.
  • HP, conditions, temporary HP and the turn order can be changed at any time.
  • Each override is logged with what it replaced. Play never waits for one.

Hidden Information GM Details For the GM

  • GM notes, hidden monsters, hidden traps, secret doors and disguised creatures never appear in a player's view.
  • The GM reveals a hidden monster when the story calls for it. Traps and secret doors are revealed when found.

Fog of War GM Details For the GM

  • Players see only what their characters can see, by the same line of sight as attacks.
  • The GM can remember explored rooms, share vision within a location, make the map dark, and reveal or hide areas by hand.

Encounters and Monsters GM Details For the GM

  • An encounter's difficulty (Easy, Moderate, Hard, Deadly) is estimated from its monsters' XP against the party's size and level.
  • The GM moves and acts for every monster and NPC on its turn, and can lend one to a player.
  • The GM chooses how much players see of an enemy's health: exact HP, a health bar (the default), a condition word, or nothing.

Private Discoveries GM Details For the GM

  • Private finds, private check results, detection spells and messages to one player reach only that player and the GM.
  • The other players learn only that something was found.

Timed Effects GM Details For the GM

  • The GM can start an effect on creatures: a condition, a duration in rounds, and a save they repeat at the start or end of their turns.
  • Players roll their own repeat saves. The effect ends, and its condition goes, when it runs out.
  • An effect can be marked as concentration for its caster.

Session State GM Details For the GM

  • The session saves as you play: positions, HP, conditions, effects, turn order and what has been found.
  • Pause stops play for everyone; Resume carries on where it stopped, including whose turn it was.
  • Play never changes the campaign itself.

Important rules

  • The GM can override anything afterwards, and every override is logged.
  • Normal play never waits for the GM to approve a roll.

Common questions

Can I undo a hit?

Yes. Make It a Miss on the result card undoes its damage and conditions.

Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)