diff --git a/gm.tex b/gm.tex
index 3ebfecc41d1bff3352cc8780d9010157a27cd66d..3a21e8856d199d780f751d0277c72ae666fe333b 100644
--- a/gm.tex
+++ b/gm.tex
@@ -16,7 +16,7 @@ Have everyone place a token, model, coin, or whatever, on their own Initiative n
 
 As a \gls{gm}, it's always good to have at least 3 different types of coins.
 Let's say you're orchestrating a battle with a hobgoblin leader, some hobgoblin troops and a goblin spellcaster.
-Assign each one a coin and make a little mnemonic -- the spider has dark skin so it gets the little copper penny.
+Assign each one a coin and make a little mnemonic -- the spellcaster has dark magic so it gets the little copper penny.
 The hobgoblins get the silver coin to represent their use of weapons, and the largest coin goes to the hobgoblin leader.
 Don't worry about the players' Initiative -- they'll keep track of their own characters as you shout out where on the Initiative tree you are.
 
@@ -41,7 +41,7 @@ You can make a unique encounter table for each region in your campaign to indivi
 As an example, have a look at Redfall's forests:
 
 The forest can be a dangerous place, but not nearly as dangerous as the marshes.
-The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marches.
+The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marshes.
 
 Some encounters presented are fairly benign.
 Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety.
@@ -99,12 +99,12 @@ Let's look at an example from a village area:
 
 \end{list}
 
-When springing this Side Quest on your players, you start with part 1.
-The second time the players encounter this Side Quest, do part 2, and so on, until the encounters have finished.
-Some (such as this) finish on a loop, so the players can repeatedly encounter Watchmen in the village who will not take kindly to known magic users.
+When the players enter the villages, you spring part 1 on them, so they see villages burning a witch at the stake.
+The second time the players get a Side Quest in the villages, they might get part 2, where they see elves sneaking up to set fire to human houses.
+Some Side Quests finish on a loop, so the players can repeatedly encounter watchmen in the village who will not take kindly to known magic users.
 
 Notice that none of the encounters require the party to do anything.
-If they don't want to engage in the plot, they can sit back and watch, except insofar as the villagers have a problem with them.
+If they don't want to engage in the plot, they can sit back and watch unless someone is actively trying to engage with them.
 
 One more example:
 
@@ -128,20 +128,22 @@ The characters are now wanted by the guards who wander the villages, hunting for
 
 \subsubsection{Summary}
 
-When the players enter the villages, they encounter a Side Quest -- perhaps the next part of the priest's story, perhaps the next part with the elves.
+Think of your campaign in terms of areas; a mountainous area by the sea might have `\emph{Underground}', `\emph{Mountains}', and `\emph{Coast}', while a deep forest might have `\emph{Elfwoods}', `\emph{Villages}', and `\emph{Swampland}'.
 
-The first encounter combines with the next Side Quest (whatever it happens to be).
-This helps Side Quests integrate, and adds a little more action to would-be slow scenes.
-The second encounter moves to the pile of town Side Quests, so it can only be encountered there.
+Each encounter is tied to an area, so when the players enter that area, they get the next encounter available there.
+When the players enter the `\emph{Villages}', they encounter the next available a Side Quest.
 
-Side Quests should never require characters going to a specific location, since they are something which happen \emph{to} the party, but Side Quests can still reference a details area, such as the local priest's church, or the sacred lake which the elves guard.
+Since Side Quests can leave the `Forest' area when the next part is in `Town', players will find themselves starting on a new Side Quest in the Forest, then returning to an old one once they enter Town again.
+This format will soon have them engaged with multiple plot-arcs at the same time.
+The party can often engage with these quests by seeking out a particular area, or going to preset locations, but if they choose the ignore any plot hooks then that's fine -- the plot will march on and conclude one way or another without their input.
 
 If you want to run Side Quests as a secondary part of your game, you can just run them any time the group doesn't get a random encounter.
 
 If you want them to be the primary mover in your campaign, you can run a Side Quest every time the group enters a new area.
 You can also make one plot line the \emph{primary} quest by making it longer than the others.
 
-However you run them, players should each receive 5 \gls{xp} for completing a Side Quest for each part it contained.  A 2 part Side Quest grants 10 \gls{xp}, while a 4 part Side Quest grants 20 \gls{xp}.
+However you run them, players should each receive 5 \gls{xp} for completing a Side Quest for each part the party engaged with.
+A 2 part Side Quest grants 10 \gls{xp}, while a 4 part Side Quest grants 20 \gls{xp}.
 
 \subsubsection{Anatomy of Side Quests}
 
@@ -158,6 +160,8 @@ 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.
 
+Side Quests should never require characters going to a specific location, since they are something which happen \emph{to} the party, but Side Quests can still reference an area, such as the local priest's church, or the sacred lake which the elves guard.
+
 \subsubsection{Preparation}
 
 Rolling up Encounters and Side Quests beforehand can really get a game rolling, and you'll have more opportunity to integrate those encounters together.