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