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Planet of the Week: GM's Guide » Devlog

I've added about seven pages of new content, based on what I've learned GMing two campaigns and a one-shot this past month.
New sections—
- Running One-Shots
- Advice on Core Mechanic
- Other Equipment
- Discoveries
- NPC Drives
New subsections for Advice on Moves—
- Anything Can Be a Hammer
- Dark Place That Knows Things
- Make It So
- Medic
- Opening Credits
- Rosetta Stone
- Sometimes You Gotta Roll the Hard 6
I re-ran these two planets and expanded the missions—
- Hintutubí 1 - Science Mission
- Ulluriaq 0 - Emergency Response
Illustration credit: Amazing Stories, September 1946.
Files
Planet_of_the_Week_GM_Guide_250803.pdf 36 MB
64 days ago
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Planet of the Week: GM's Guide
Status | Released |
Category | Physical game |
Author | TroyPress |
Tags | PbtA, Sci-fi, Tabletop role-playing game |
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Comments
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Page 11 says this right now:
What’s the advantage of a 6 instead of a hit (4+)? None, currently. But it sounds better!
What if they want to
Closing Credits
See the unfinished bit?
Still, I love this, and the main game, too--
Thanks so much! Usually when I'm interrupted midthought I at least end my typing with "TK," but in this case I'm afraid that TK
Anyway, here's what I intended to write: "What if they read this as 'technical solution' in general instead of Technical Solution (the move) and want to use this with another move, such as Great Scott!? I’ve allowed it."
I've uploaded a new PDF with this language.
Sorry to point it out, but I thought you should know :)