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+\chapter{How It Goes}
+
+\begin{multicols}{2}
+
+\sideBySide{
+  Scheduling becomes much easier when you just run a game with anyone who's there.
+  So BIND has a little `restart' at the start of each session.
+
+  \Gls{fenestra} has twelve seasons (which map to our twelve months) so everyone can feel time marching on.
+  And it marches on regardless of who's at the table that week -- even if nobody's there, \gls{fenestra} keeps moving.
+
+  This copy of BIND's core rules was created during one \showTemperature\ \showSeason.
+}{
+  \begin{description}
+    \item[\gls{gm}:]
+    Fenestra is currently experiencing the freezing season of Qualmea, when the trees shed their leaves, letting sunlight shine on shining, white roads.
+
+    \item[Mat:]
+    Wasn't it raining last time? Are we jumping time again?
+
+    \item[\gls{gm}:]
+    Yes - three weeks passes every session, so we've actually started a new 'cycle'.
+  \end{description}
+}
+
+\sideBySide{
+  Character creation's fast, so don't worry about your \gls{pc} dying.
+  Most will begin as members of the \gls{guard} -- the place they put society's unwanted; the useless miscreants, bastards, and political agitators.
+
+  The character creation rules are in the book of stories%
+  \iftoggle{stories}{, \autopageref{character_rolls}.}{.}
+  This book just has a lot of notes on Traits, and details on resolution
+  (it's mostly good for reference).
+}{
+  \begin{description}
+    \item[Nina]
+    Do I get a character?
+    \item[\gls{gm}:]
+    You sure do.
+    Take the book of stories and roll $2D6$ on these charts.
+    \item[Nina:]
+    Okay, I'm a human\ldots called\ldots `Sootfilch'.
+    What's with the name?
+    \item[\gls{gm}:]
+    People in \gls{fenestra} believe that the gods takes the best in life, so it's bad luck to name their children after good things.
+
+    You can roll the stats up next.
+    There's a guide on the character sheet as well as the players' book.
+  \end{description}
+}
+
+\sideBySide{
+  Starting equipment and beliefs all come wrapped together with the core concept in character creation.
+  This lets new people get up and running quickly.
+
+  Some of them will grow to like their characters, but if they don't, they can always build their own character, with everything they want, after the first.
+
+  Starting pay for the \gls{guard} is roughly nothing.
+  This forces the \glspl{pc} into some side-jobs and creative thinking, if they want to get their hands on reasonable weapons and armour.
+}{
+  \begin{description}
+    \item[\gls{gm}:]
+    Low Dexterity and high Intelligence, so we'll look up what that says.
+    \item[Nina:]
+    It says I'm a `Loner'.
+    \item[\gls{gm}:]
+    That makes sense.
+    Society and social ties are very important in \gls{fenestra}, so people can end up in the \gls{guard} just because they don't have ties to an employer.
+    \item[Nina:]
+    This equipment looks a bit rubbish.
+    Can't I get something better?
+    At least some proper armour?
+  \end{description}
+}
+
+\sideBySide{
+  The `role-playing' aspect works as usual (i.e. you do you).
+  However, there's a light suggestion, especially for new players, that they should roll first and interpret the dice.
+
+  The \gls{gm} doesn't have an exact reference for asking for armour, but since \glspl{jotter} tend to be harsh, he sets the \gls{tn} to 10.
+}{
+  \begin{description}
+    \item[\gls{gm}:]
+    Sure -- you're in a \gls{broch}, so you can ask the \gls{jotter} here.
+    She does all the paperwork for the \gls{guard}, and decides who gets weapons.
+
+    Roll $2D6$, then add your \roll{Charisma}{Empathy}.
+    \item[Nina:]
+    \ldots that's an `11' in total?
+    Do I pass?
+    \item[\gls{gm}:]
+    Sure, but how would a loner ask for equipment?
+    What would they do?
+    \item[Nina:]
+    He's probably ask her when she's alone.
+    Knock politely, and just explain he's not been given the tools to survive.
+  \end{description}
+}
+
+\sideBySide{
+  The \gls{gm} forgot to prepare anything for the session, but that's okay.
+  He's already determined the season, so he flips to the encounter charts and rolls $3D6$.
+  The result is: `a woodspy, with thunder, after 3 \glspl{interval}'.
+  The \gls{gm} notes that down on his sheet, then looks up the mission.
+
+  Rolling $3D6$ again, he finds the troupe must go to two nearby \glspl{village} and cut away at the perimeter.
+}{
+  \begin{description}
+    \item[\gls{gm}:]
+    \Gls{jotter} Cartpike agrees to give you the armour, as long as you head out on the new mission, immediately.
+    Sootfilch, Grimesinge, and Mossboke will journey out to two neighbouring \glspl{village} -- that means a `walled village' -- and cut around the perimeter.
+    \item[Mat:]
+    We're bush-whacking?
+    \item[\gls{gm}:]
+    Yes.
+    If the forest grows too dense, and approaches \pgls{village}, it means predators can get close, and attack the farmers there.
+    One lies eight miles North, the other is 10 miles south, with \pgls{bothy} half way along.
+
+    \Gls{jotter} Cartpike gives everyone a day's rations (hardened cheese and a pie), and lets you pick your poison.
+  \end{description}
+}
+
+\sideBySide{
+  Travelling times are easy to work out.
+  Players can decide their characters travel any number of miles, but every two miles adds \pgls{fatigue}.
+}{
+  \begin{description}
+    \item[Mat:]
+    May as well do the distant one first.
+    Can we walk ten miles in an afternoon?
+    \item[\gls{gm}:]
+    Sure, that's just 5 \glspl{fatigue} along the road.
+    And an extra 1 \glspl{fatigue} for the freezing weather.
+    
+  \end{description}
+}
+
+% Encounters
+% RP moment with dice
+% Travel
+% Combat
+% Stories
+% 
+
+\end{multicols}