Expanded GM Advice


Here’s the changelog for the GM Guide. The most important additions:

  • GM Responses - Reimagined “GM Moves” as “GM Responses” and updated that section.
  • Harm & Stress – Documented the new Stress mechanic and the moves that reference it. Clarified the suggestions for amounts of Harm. Created a random table for injuries, the Harm they cause, and how to treat them.
  • Medicines – Rewrote the medicines table to tie into the Injuries table. As a result, the Medic move now has the choice, “Diagnose which medicine they need to return to full Health.”
  • Technobabble for Technical Solutions – I re-aligned the Burton-Nimoy Fermion Junction to integrate my friend Kyle Delaney’s technobabble generator, which he created for our summer campaign.

Other revisions:

  • Narrative Line – Completely rewritten.
  • Session Zero – Based it on the relevant section from Shepherds by Michael Pureka and adapted that text.
  • Running One-Shots – Expanded the advice.
  • Advice by Move – Added advice for Jump CutMedicNeeds of the ManyOpening Credits, and Sometimes You Gotta Roll the Hard 6.
  • COMMS Status – Explained the mission conditions better and clarified what to do on a missed COMMS roll.
  • Shuttlepods – Added more advice for how to respond to player choices for Hard Landings.
  • Alien Features – Created new random tables. (“Everybody wants prosthetic foreheads on their real heads.” – They Might Be Giants)
  • Tweaking Existing Moves – New subsection for the Custom Moves guidance.
  • Hintutubí 1 - Science Mission – Expanded this adventure based on running another one-shot of it.
  • Nizhóní 2 - First Contact Mission – Rewrote the alien monsters to be consistent with the section for creating your own creatures.
  • Dark Place that Knows Things – Now deprecated. Caves didn’t come up as much as I planned.

Illustration credit: Thrilling Wonder Stories, March 1952, Emsh.

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