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GM Core / Chapter 1: Running the Game / Running a Session / Stakes and Consequences

Improvisation

Source GM Core pg. 12 2.0
As a GM, you often make things up on the fly. You can find tips for improvising rules within the Adjudicating Rules section of this book (page 15). When an issue seems to pertain to the story instead of the rules, ask yourself the following questions.
  • Does something already established in our story so far tell me what should happen here?
  • What would the NPC's personality lead them to do?
  • What does the player expect to happen?
  • What would best fit the themes of our story?

You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, there's nothing wrong with asking the group to take a little break while you fill in the gap. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say “Nothing happens” and move on.

Often, a player will ask, “What happens when I do that?” This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game.

Special Circumstances

Source GM Core pg. 12 2.0
The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.

You can also add traits to actions. Let's say that during a fight against a fire elemental, Seelah Interacts to pour water from her waterskin on her sword. You could add the water trait to her next Strike so Seelah can take advantage of the fire elemental's weakness to water. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to use her waterskin once more.

False Information

Source GM Core pg. 12 2.0
A critical failure to Recall Knowledge can result in you needing to convey false information, requiring some improvisation. If you aren't careful, this information can be perceived by the PCs as too silly or could derail the game. For example, if a PC misinterpreted text about the god of commerce, Abadar, telling them that they now believe the god is an incompetent chaotic spendthrift who's bad with money might be too far-fetched. Similarly, if they incorrectly believe Abadar will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent.

Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. Avoid dispensing false information that might not be used for hours or entire sessions after the check is forgotten. If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get important-seeming false information. Erroneously believing Abadar's symbol is a set of scales instead of a key might lead to a miscommunication, but one that's not dangerous, easy to clear up, and only a little embarrassing for the PC.