Rules
Play
Platterra
Rules
Play
Contents
Introduction
Preparing for Adventure
Playing an Adventure
Running an Adventure
Adversaries and Environments
Campaign Frames
Appendix
Rules
Running an Adventure
Running an Adventure
Introduction
Core Guidance
Core GM Mechanics
The GM's Die
Calling for Action Rolls
Making Moves
Fear
Setting Roll Difficulty
Giving Advantage and Disadvantage
Adversary Rolls
Class Hope Features
Countdowns
Gold, Equipment, and Loot
Running GM NPCs
Optional GM Mechanics
Session Zero and Safety Tools
Running a Session
Running a One-Shot
Running a Campaign