0.1. Save Time Reading
This book has 5 parts. For simplicity, the first 4 parts will address the Adventurers directly. The 5th part will then address the Game Master directly:
- Part 1 - Core Mechanics - An overview of the basic rules of the game.
- Part 2 - Basic Abilities - An overview of the shared, basic abilities that most characters have access to.
- Part 3 - Character Sheet - A page-by-page look at the Character Sheet and explanations of the remaining rules of the game.
- Part 4 - Character Creation - A guide for creating new and compelling characters.
- Part 5 - Game Mastering - A guide for the GM that will be running the game to help them ensure balanced, creativity, and fun.
Glossary
The Glossary contains a full description and some examples of each term. If you are reading this book digitally, you can also click on a term to go to its Glossary definition.
Appendix
The Appendix contains lists of content for the game, such as Abilities, Conditions, map features (like Zones), and much more.
Callouts
These help save time while reading. Below are examples of each callout type:
Cautionary notes on pitfalls or common mistakes. Caution Boxes are more important to read than other boxes.
The "Tip" boxes point out strategies and rule implications that may help you avoid common pitfalls.
The "Novice Note" boxes are mainly for those new to Table Top Roll Playing Games.
The "Veteran Note" boxes are for those familiar with TTRPGs. These often explain things more succinctly using other TTRPGs as examples.
GM Notes provide tips or rule details that the "Game Master" may need to know, but that the Adventurers can generally skip reading.
Blocks
These blocks look like callouts, but will contain a full description of an Ability, creature, Item, etc.
We will explore how to read these blocks more in future chapters, but as an example, the Melee Attack Ability from the Basic Ability List in the Appendix is as follows:
Next Up: 0.2. Why Play Kleptonomicon