diff --git a/gm.tex b/gm.tex index d4233657cca10880c3deb35cbd1bc2eba46b41a9..7bff51f164110ffeb295fa07654ef2e505e7204c 100644 --- a/gm.tex +++ b/gm.tex @@ -28,6 +28,10 @@ The character sheets contain a large space in the middle where players can add b Coins can even be used to keep track of \gls{fp} and \glspl{fatigue} as they change so often. It'll help cut down on wear to the character sheet. +\subsection{Read Two Days Ahead} + +Always read two sessions ahead, because you never know when players will throw you a curve-ball and kill the evil baron, or just ignore your plot-hook. + \subsection{Tracking Information} Print out the \gls{gm} sheet at the end of the book for a little help handling all the information you'll need to keep track of during a campaign. @@ -277,6 +281,7 @@ Almost any friendly people travelling in the same direction as they party will \end{multicols} \section{Side Quests}\label{sidequests} +\index{Side Quests} \begin{multicols}{2} @@ -472,6 +477,10 @@ Breaking things up like this allows different smaller plots to meld into one. Perhaps characters go looking for the bandit alchemist immediately, and find some other encounter in the forests. And maybe when the bandit spy joins the party, he'll end up in an unrelated encounter where the party find themselves trapped in a giant web, and he takes the opportunity to finish them off. +\iftoggle{aif}{ + See \textit{Adventures in Fenestra}, \autoref{sideQuestIntro}, for a full campaign, built on weaving Side Quests together. +}{} + \end{multicols} \section{The Undead}