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Session Meta
- Session #:
- Target date:
- Expected length:
- Table goals (fun, spotlight, safety tools):
- Logistics notes (breaks, tools, handouts):
Thinking in Beats
Use beats (moments that shift the scene) instead of scripting every detail.
- Opening beat (hook/image):
- Rising beats (complications/reveals):
- Turning beat (choice/reversal):
- Closing beat (change/state after scene):
Scene Beats (duplicate per scene)
Scene: [Name]
- Purpose: advance plot / reveal info / challenge PCs
- Setting & mood (sensory details):
- Participants & agendas:
- Beats:
- Beat 1:
- Beat 2:
- Beat 3:
- Conflict & twists:
- Outcomes:
- Success:
- Mixed:
- Failure:
- Foreshadowing / callbacks:
- Handouts / assets:
Countdowns
Track off-screen plans and time pressure.
Standard Countdown (steps to event)
- Frame (what’s happening off-screen):
| Step | Event |
|---|---|
| 6 | |
| 5 | |
| 4 | |
| 3 | |
| 2 | |
| 1 | |
| 0 |
Progress Countdown (PC progress toward goal)
- Goal (distance/time/effort to cover):
- Scale (ticks per roll/scene/day):
- Triggers to advance:
Example skeleton (edit as needed)
- Invasion/Coup steps (copy and customize):
| Step | Event |
|---|---|
| 8 | |
| 7 | |
| 6 | |
| 5 | |
| 4 | |
| 3 | |
| 2 | |
| 1 | |
| 0 |
Combat Preparation (Narrative-First)
Narrative Function
- Why this battle now? What truth/theme does it show?
- What’s at stake beyond HP?
Adversary Motives
- What do foes want? When do they surrender/flee?
- If choosing between objective vs. killing PCs, what do they pick?
Dynamic Environment
- Terrain features (hazards, cover, elevation):
- Home-field prep (fortifications, choke points):
- Environmental moves/features (timers, pulses, lair actions):
- Flight/range considerations for party features:
Objectives (pick or roll 1d12)
1 Acquire important item(s)
2 Capture one or more opponents
3 Activate a magical device
4 Frame/tarnish a target
5 Drive foes into a corner/ambush
6 Stop a ritual/ceremony/time‑sensitive spell
7 Hold the line (protect area/group)
8 Plant evidence/tracker
9 Secure a location before rivals arrive
10 Harass to drain resources or stall
11 Destroy architecture/shrine/weapon
12 Investigate/confirm information
Chosen objective(s):
Using Fear for Drama
- Reserve Fear to interrupt momentum (reinforcements, shift terrain, trigger features).
- Planned Fear spends:
Phased Battle Ideas (optional)
- Change terms (fight → chase; ally flip; temporary truce):
- Change battlefield (weather, collapse, flooding, magic locus):
- Change foes (phase change, split/merge, new powers):
Social Conflict
Stakes & Motive
- What the NPC wants vs. what PCs want:
- What concessions/price unlock cooperation?
Stress Track (extended negotiation)
- NPC Stress: [ ] [ ] [ ] [ ] [ ]
- What actions mark Stress (deceit, proof, leverage, etc.):
Patience/Consequence Countdown (optional)
- Countdown: [ ] [ ] [ ] [ ] [ ]
- Consequence on trigger (ejection, guards called, deal worsens):
Prompts:
- Evidence to show:
- Leverage to apply:
- Relationship to improve/maintain:
Crafting Scenes (Sensory)
- Sight:
- Sound:
- Smell:
- Touch:
- Taste:
- One unique/unexpected detail:
Sharing the Spotlight
- Action tracker (who acted least?):
- Planned spotlights (hooks for quieter players):
- Ties to weave other PCs into the focus:
Downtime (if applicable this session)
Short/Long Rest Effects
- Short rest: GM gains 1d4 Fear; notes:
- Long rest: GM gains PCs + 1d4 Fear; advance long-term countdowns:
Projects (Progress Countdown)
- Project:
- Starting ticks:
- Tools/aid:
- Advancement per roll:
- On failure still advances 1 tick? (Y/N)
Montage notes for extended downtime:
Rewards
Information (primary)
- Clues revealed this session:
- New questions raised:
Loot / Upgrades (cadence-driven)
- Gear appropriate to tier:
- Alternate upgrades (enchantments, blessings, craftwork):
After-Session Log
- Summary of events:
- New threads created:
- NPCs changed (attitudes, status):
- Clocks/Fronts advanced:
- Level-up cadence check (when/why):
- Prep seeds for next session: