
Also, owlbears rip your arms off and feed them to their young. That’s a thing.

It’s not a great game for a first-time GM, though. The book assumes some amount of experience with RPGs, and in particular d20-rolling RPGs. It also asks the GM to do some creative collaboration along with the players, rather than defining everything with a rule or a canonical fact about the game world. For example, wizards can make up creative names for their spells. In return for their putting more effort into the game, the GM improvises an additional cool or useful effect that’s not listed in the spell description.

Every character has one unique thing that sets them apart: something that is real in the world, but doesn’t provide a mechanical benefit.
Characters’ relationships with the icons – the most powerful non-player characters in the world – connect them to the world and provide a resource they can use during play. PCs aren’t powerful at 1st level, but they are important.
As a GM you can quickly build encounters (and even monsters) on the fly, and use the story mechanics to share the job of worldbuilding with the players. Once you’re comfortable with the rules it’s fairly easy to improvise a session.

The “escalation die” mechanic keeps combat moving, turning what might otherwise be a two-hour fight into a 30-minute fight–one that’s exciting and suspenseful to run. On the first round, the monsters have the advantage. But starting on the second round, the GM places a big 6-sided die n the table with the 1 facing up. The PCs (and some very scary monsters) get a +1 bonus to hit. On the third round, that bonus increases to +2…and so on, to a maximum of +6. That way, the longer the PCs stay in combat and fight hard to win, the better their chances get because they’ve learned their opponents’ strengths and weaknesses, and adapted.

What’s the game’s default setting?
The default setting is the Dragon Empire, a high-magic realm that is in its 13th historical age. It is ruled by 13 demigodlike “icons” who are recognizable fantasy characters: the Emperor, the Archmage, the High Druid, the Lich King, and others.
We want each group to come up with the version of the Dragon Empire that’s most fun for them, so it’s very loosely described in the book. GMs and players can use it as a starting point and fill in the rest with their own ideas.
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