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GM Checklist

GM Checklist

AX.C.14.07.04

Before Session

  • Select two plots (primary and secondary) from AX.C.14.04
  • Set premise: location, hook, what PCs know at start
  • Design Stage 1: challenge type, stats or Thresholds, plot integration
  • Design Stage 2: contemplation type, puzzle or choice, information to convey
  • Design Stage 3: twist type, surprise element, foreshadowing planted in Stages 1–2
  • Design Stage 4: conflict type, stats and environment, objectives
  • Design Stage 5: rewards, hook introduction, player choice preserved
  • Prepare materials: stat blocks (AX.C.13.03), key NPC notes (AX.C.14.03), reward list
  • Review encounter balance: power budget, action economy (AX.C.14.06)
  • Prepare adjustment options: easier and harder versions of Stage 4 ready

During Session

  • Set the scene clearly at the start of each stage
  • Track time; adjust if pacing is off against the timing guide above
  • Default to yes when players attempt creative solutions
  • Drop foreshadowing of Stage 3 during Stages 1–2
  • Pause after Stage 3 to let players discuss and react
  • Adjust Stage 4 difficulty if needed using prepared options
  • Give Stage 5 its full time — don't rush the resolution
  • Note what worked and what didn't

After Session

  • Record which plots were used; avoid repeating too soon
  • Update world state based on consequences; see AX.C.14.08
  • Track the Stage 5 hook as an active world thread
  • Adjust encounter difficulty calibration for next session based on how Stage 4 ran
  • Update recurring NPC states; see AX.C.14.03
  • Award XP: baseline 3 per session, plus milestone awards for arc completion; see AX.C.14.08