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
- Let the rules play out.
- If a result should change, use the result card or the creature's menu.
- 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.
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)