diff --git a/gm.tex b/gm.tex index 1dc3ddf97a54442943dfcb8b214cac33efd77876..e3e624b55ff08153dc3e6dfc6b265ffc146372f0 100644 --- a/gm.tex +++ b/gm.tex @@ -143,6 +143,7 @@ However you run them, players should each receive 5 \gls{xp} for completing a Si \subsubsection{Anatomy of Side Quests} Side Quests often begin with an example to introduce the players to the scene. +This example won't work for every group in just any situation, but provides a starting point to picture how things might play out. \begin{boxtext} @@ -154,6 +155,11 @@ After that, you'll find details such as the \glspl{npc}, with their stats and mo After the Side Quests have finished, you'll find details of any locations relevant to the Side Quests. +\subsubsection{Preparation} + +Rolling up encounters beforehand can really get a game rolling, and you'll have more opportunity to integrate those encounters together. +You'll find space on your GM sheet (back of the book) to write down a couple of encounters and Side Quests per area. + \end{multicols} \section{The Undead} @@ -168,7 +174,7 @@ The undead do not tire -- they take no Fatigue Points. They can walk or dig or f When the undead are newly created, they are clumsy, as they are not used to their own bodies, and suffer a -2 penalty to Dexterity. Shortly afterwards, rigor mortis sets in, and then decay. -Any undead more than a few hours old gain a -2 penalty to their Speed Bonus. +Any undead more than a few hours old gain a -2 penalty to their Speed Bonus, but lose the Dexterity penalty. \end{multicols}