====== GM Guide ====== ODDS RPG is designed for fast rulings and meaningful consequences. Only call for a roll when: * The outcome is uncertain * Failure has consequences * The situation will change If nothing meaningful changes, do not roll. Make decisions confidently and keep play moving. ---- ===== Setting Target Numbers ===== Use this table as your baseline: Easy → 8 Standard → 12 Challenging → 15 Hard → 18 Extreme → 22 If unsure, default to 12. Adjust TN by ±2 when: * Time pressure exists * Environment is unfavorable * Tools or preparation are exceptional * Positioning provides advantage Avoid stacking more than ±4 unless the situation is extreme. Consistency matters more than precision. ---- ===== Running Combat Efficiently ===== Combat should feel tense, not slow. At the start of combat: Roll Initiative (1d20 + Agility). During combat: * Ask players for intent first. * Then resolve the roll. * Keep turns under 30 seconds when possible. Avoid measuring exact distances. Use abstract range bands. If combat stalls: * Add environmental pressure * Introduce reinforcements * Escalate stakes Combat should evolve, not stagnate. ---- ===== Encounter Balance ===== Use these as baseline assumptions: Balanced Encounter: 1 Standard enemy per player Hard Encounter: 2 Minions per player OR 1 Elite per 2 players Boss Encounter: 1 Boss for the group Adjust using: [[projects:odds_rpg:systems:enemy_builder]] If uncertain, err slightly lower. You can always escalate mid-fight. If combat is too easy: * Add reinforcements * Increase aggression * Introduce environmental hazards If combat is too hard: * Enemies retreat or shift tactics * Provide escape routes * Change enemy objectives Never trap players in unavoidable defeat without narrative purpose. ---- ===== Using Complications (Natural 1) ===== A Complication should: * Escalate tension * Introduce a new problem * Change the situation Examples: Combat: Weapon jams Position exposed Reinforcements alerted Social: Insult given Hidden observer overhears Information incomplete Exploration: Noise draws attention Resource damaged Time lost Complications move the story forward. They do not simply negate success. ---- ===== Handling Failure ===== Failure should rarely halt progress completely. Instead, failure should: * Increase risk * Add time pressure * Consume resources * Reveal a new obstacle If success is required for the story to continue: Allow success, but add a consequence. Avoid dead ends. ---- ===== Running Extended Tasks ===== For hacking, rituals, negotiations, or repairs: 1. Set a Progress Goal (3–10). 2. Define what happens on interruption. 3. Increase tension on failures. Each roll should change the situation. Do not allow Extended Tasks to feel repetitive. ---- ===== Awarding Advancement ===== Use Milestones, not experience math. Minor Milestone: Every 2–3 sessions Major Milestone: End of significant story arc Advancement options include: * Skill increase * Attribute increase * Talent * Wealth adjustment * Narrative Asset Tie growth to story impact. ---- ===== Quick NPC Creation ===== When you need an NPC immediately: Minor NPC: +3 in specialty 8 Health Standard Threat: +5 attack 12–16 Health Elite: +7 attack 20+ Health 1–2 abilities Boss: +9 attack 30+ Health 2–3 abilities Refine using: [[projects:odds_rpg:systems:enemy_builder]] Keep NPCs simple. Only build what matters. ---- ===== Session Structure (Fast Template) ===== Act 1 – Hook Present problem or opportunity. Act 2 – Escalation Complication or opposition appears. Act 3 – Confrontation Major conflict or revelation. Resolution Consequences and advancement. Seed future hooks. Keep scenes purposeful. Cut slow moments quickly. ---- ===== Table Rule Priority ===== When rules conflict: 1. Fiction first. 2. Clarity over precision. 3. Momentum over perfection. If unsure: Make a ruling. Move forward. Adjust between sessions if necessary. Consistency builds trust. ---- ODDS RPG GM Guide v1.0 Playtest