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- "Chapter 1: Gamemastery Basics",
- "General Advice"
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- "markdown": "<title level=\"1\" right=\"Rules\">[Stakes and Consequences](/Rules.aspx?ID=817)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA GM should always convey a clear picture of the stakes and consequences of the PCs’ actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what’s expected of them? A well-constructed adventure conveys the stakes at the outset, but it’s also important to remind the players of those stakes throughout play. The _Core Rulebook_ summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well.\n\n Consequences should be specific and evocative. Don’t just tell the players what happened after their characters’ success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It’s usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don’t stop them, then the city gets conquered. It’s OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy.\n\n You can emphasize consequences by awarding PCs [accomplishment XP](/Rules.aspx?ID=577). It serves as a good reminder to the players, reinforcing their success.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-818\" />",
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- "label": "Pacing Game Session",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>",
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- "Gamemastery Guide"
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- "Gamemastery Guide pg. 7"
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- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>",
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- "text": " Stakes and Consequences Source Gamemastery Guide pg. 7 A GM should always convey a clear picture of the stakes and consequences of the PCs’ actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what’s expected of them? A well-constructed adventure conveys the stakes at the outset, but it’s also important to remind the players of those stakes throughout play. The Core Rulebook summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well. Consequences should be specific and evocative. Don’t just tell the players what happened after their characters’ success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It’s usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don’t stop them, then the city gets conquered. It’s OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy. You can emphasize consequences by awarding PCs accomplishment XP. It serves as a good reminder to the players, reinforcing their success. ",
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