0.1. Save Time Reading
This book is divided into 3 parts:
- Part 1 - Core Mechanics - An overview of the basic rules of the game.
- Part 2 - Character Sheet - A page-by-page look at the character sheet and explanations of the related, remaining rules of the game.
For simplicity, the first two Parts of this book address the Players directly (not the Game Master.)
Glossary
This book assumes that you have some knowledge of Tabletop Roleplaying Games. As such, you may come across terms that you do not recognize. 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
Callouts can help you 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 Players 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