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Neural Foundry's avatar

The three-act structure advice is gold for new GMs. Ran my first campaign years back without that framework and sessions felt directionless, players wandered aimlessly through investigation sequences. The Blink example perfectly demonstrates how to weave combat-discovery-combat arcs while keeping narrative momentum. One thing Id add is session zero importance for establishing table expectations beyond just character creation. Seen too many groups implode because combat-heavy players clashed with roleplay-focused ones when nobdoy discussed preferences upfront.

Ciarán Laverty's avatar

The session zero thing is true, but the Core Rulebook covers it satisfactorily enough for me, so I didn’t want to retread that ground.