Game Master’s Guide
This chapter is a lean, practical companion to the full rules on FateTide and the automation
Janus provides online. FateTide is built to be played on the web—campaigns, encounters, sheets, and rolls live in the browser—while you still layer whatever voice, video, and table culture work for your group. You do not need to memorize every skill, feat, or
AOE template—internalize a handful of habits, prep patterns, and table techniques, then reach for the site when precision matters.
What we’re drawing on (in spirit, not as substitutes for the originals). The structure of this guide owes a debt to three modern voices many GMs already know: Justin Alexander (So You Want to Be a Game Master) for node-based prep and investigation design; Keith Ammann (The Monsters Know What They’re Doing) for making foes fight with intent; and Mike Shea (“Sly Flourish”) (The Lazy Dungeon Master / Lazy GM tools) for short, repeatable prep loops and location-first thinking. FateTide’s digital table adds its own layer: let the engine handle initiative, visibility, and geometry so you can focus on stakes and story.
Quick links on FateTide:
- Game rules hub — full mechanical reference alongside this chapter.
- Rules Glossary — terms, definitions, and cross-links.
- Create / modify campaign — stand up or refine an online table.
- Modify Encounter — build or tweak fights for digital play.
- Adventures, Worlds, Random tables — published material and generators.
- Creatures, Creature roles, Spells, Custom house rules — references while you prep and run.
- FateTide on Discord — community hub; use Discord (or similar) for voice and video while you play (see Online play and immersion).
Online play and immersion
The site handles rules, sheets, and encounter tooling; immersion—pace, tone, attention, and social presence—is still where great sessions are won. When you can, have everyone use a microphone and, where comfortable, a webcam: facial reactions, clearer turn-taking, and fewer accidental talk-overs do more for “we are in this together” than any UI skin.
Voice and video outside FateTide. We recommend running voice and video through a dedicated VOIP app—typically Discord (the FateTide community lives at our Discord server)—rather than routing AV through FateTide’s servers. Real-time media is its own product: bandwidth, privacy, moderation, and reliability are a separate scope from the game platform, so the site stays focused on play and rules automation. Point your group at a voice channel, keep the game in the browser, and let each tool do what it does best.
In person with devices. FateTide also works when everyone is around a physical table: pass the GM screen on a laptop and hand players tablets or laptops for their own sheets, sidelog, and rolls—same site, same rules, with dice clatter optional alongside digital clarity.
Groups, chemistry, and long campaigns
FateTide is a social game first. The rules and the site exist to serve people at the table—shared imagination, trust, and timing—not the other way around.
Sometimes it is not your fault. Party makeup and table chemistry matter as much as prep: clashing playstyles, mismatched tone, or social friction can make a game feel unplayable no matter how solid your notes are. Name that plainly—without blame—when you need to reset expectations or change the roster.
Start small, then commit. Test a concept with a tight pitch, run a one-shot or short adventure, graduate to a series if the group clicks, and only then pitch a long campaign. Lower stakes up front makes it easier to walk away kindly when the fit is wrong—and easier to say yes when it is right.
Friends, strangers, and online play. Playing with in-person friends you already trust is often the smoothest social baseline. Meeting new people online can still be logistically easier—scheduled voice, shared tools, no commute—especially if local tables are thin. Either way: be courteous and respectful; the hobby runs on consent, patience, and clear communication (see Discord and Online play and immersion).
Real life does not pause for the campaign. In long-form play, expect players to drop in and out—jobs move, health wobbles, kids need attention. Build stories that tolerate absence: recurring
NPCs, flexible objectives, and frank scheduling talk beat pretending attendance is guaranteed.
Scheduler, signups, and a human hello. Use My Schedule to see the campaign sessions you run or play in, plan dates, and reschedule when real life shifts—so the group can ride churn without turning every gap into a guilt trip. In campaign settings, enable requested signup so join requests need your approval before someone lands in the campaign; player profiles surface attendance history you can weigh alongside vibe, not as a purity test. Before you throw a cold-start session at strangers, try a short interview—voice, text, or video—about tone, schedule, and expectations so nobody is surprised on night one.
Time horizons and throughput (rough benchmarks). A major weekly campaign can easily run one to three years to finish a big arc; three years is not unusual when the table loves long roleplay and side quests. In a typical three-hour session, many groups clear about five encounters—sometimes fewer when fights are complex, social scenes run deep, or exploration sprawls. Treat that as a loose dial, not a report card (see Three pillars and pacing).
Listen more than you talk. Let the group speak: draw out character goals, table norms, and what people need from the night. The best
GM work often happens when you are paying attention and leaving space—players will often fill a quiet beat with roleplay, and that is a gift; do not narrate over every pause just to kill silence.
Boundaries, session zero, and why play matters
You are not your players’ therapist. FateTide and TTRPGs can be escape, joy, and a place to exercise imagination—but outside the table you are still just a person running a game, not a clinician. Know the boundary between hosting a campaign and becoming someone’s informal counselor or crisis line. Care about your players; do not let play drift into emotional territory neither side agreed to or is equipped to hold.
For some tables, play feels almost sacred. It can be a ritual you show up for—apart from ordinary life—where the group holds something together. Players often build
Player Characters as avatars—of courage, belonging, redemption, or who they wish they could be. Violating that trust—punching down on what someone invested in, using their character as the butt of the joke, ignoring consent, or treating serious harm as “just fiction”—can be genuinely traumatic, not a harmless plot twist. Respect what people bring to the table.
Put boundaries in session zero. Lines, veils, tone, how to pause or rewind a scene, and what this group is here for—get it explicit up front so you are not negotiating safety mid-scene. Revisit when the campaign shifts tone or new players join (see Safety and calibration).
Fade to black. For especially traumatic or violent beats—and whenever content would turn graphic (gore, brutality, or anything sexual)—you can cut away instead of narrating blow-by-blow. Often that is more powerful: the table agrees what happened in story terms, and each player fills in the rest privately, at the level they can handle. You are not censoring the campaign; you are respecting consent and imagination over spectacle.
FateTide at its best is social. It is meant to help you meet all kinds of people, share and build amazing stories, and make friends you may remember for the rest of your life. Make the players epic and tell epic stories—heroic beats, hard choices, wonder, and laughter—inside boundaries everyone chose together.
Influences and further reading
The books named in the introduction are worth owning if you want depth—but you do not need them to run FateTide. The articles below are free, public starting points that match what we summarized in this chapter (no substitute for the full texts, but enough to sharpen your toolkit):
- Justin Alexander (The Alexandrian) — Don’t prep plots; prep situations; Node-based scenario design (interconnected scenes instead of one fragile railroad); The three clue rule (build redundant paths to important conclusions so one missed clue does not stall play).
- Mike Shea / Sly Flourish — The eight steps of the Lazy DM (2023) (same spine as our Lazy FateTide prep list); Secrets and clues (short, portable facts you can reveal whenever the fiction offers a natural opening).
- Keith Ammann (The Monsters Know What They’re Doing) — What monsters want and Intelligent enemy tactics; map those motives onto FateTide’s
Skills,
Encounters, and terrain instead of any single legacy stat block.
The north star
Prepare situations, not plots. Stock interesting
NPCs, charged
Locations, and consequences that react to the party—then let player choices reorder events. Be the players’ biggest fan: you are not there to “beat” the
Player Characters; you are there to pressure them fairly and celebrate what they earn.
FateTide is a team game—discourage PvP. The rules and
Janus work best when
Player Characters cooperate against the world’s problems, not each other. A simple, widely useful table rule: players do not attack or directly harm one another’s characters—keep pressure on
NPCs, factions, and environments instead. Pitch campaign stakes that require the party to work as a team to overcome the central conflict; internal tension can be dramatic without turning the table into a competitive cage match.
The game is a conversation. You describe the world; players declare intent; you resolve uncertainty with clarity—often a
Skill roll, sometimes something faster (see One Roll to Rule Them All). Default toward yes, and… or yes, but… when a cool idea fits the tone; save hard no for table safety or broken fiction.
Let the table change what you love. The setting in your head is a starting point, not a museum exhibit. When players spare a city you meant to burn, elevate an
NPC you sketched as comic relief, or dismantle a faction you enjoyed playing, treat that as the story working—not as damage to your “precious” world. You are here to craft something memorable together: their fingerprints on the map are the point (see Faces, factions, and clocks).
One Roll to Rule Them All (optional speed tool)
When you need a minor outcome resolved immediately—without opening the full
Essence +
Skill math—you can roll a single unmodified d20 and read narrative “bands” instead of a binary pass/fail:
- 1–5 — No, and… Failure plus a new complication.
- 6–9 — No, but… Failure with a mitigating upside or partial benefit.
- 10–14 — Yes, but… Success with a cost, twist, or sting.
- 15–20 — Yes, and… Clean success with extra style, leverage, or luck.
Use it for: small improvised stunts, quick social color, low-stakes travel friction, or keeping a tense scene moving when nobody needs a precise
DC.
Reach for full skills instead when: the beat is spotlight-worthy, opposed (
Sneak vs
Attention,
Influence vs
Empathy, and so on), or the rules already spell out a
Main Roll procedure. This tool is optional—some tables lean on it constantly; others prefer full resolution every time.
Arbitration and contesting skill rolls
FateTide uses contesting skill rolls so
Skills stay adaptable across every
Player Character and you are not memorizing—or constantly looking up—thousands of fixed
DC combinations for every matchup. When two sides oppose each other,
Janus can surface a contesting roll summary in the log—both totals and the margin between them—so the outcome has a clear mechanical spine you can narrate from.
GM arbitration: stretch and fit. If a player tries something far-fetched, add a flat bump on the defending side—commonly +5 for a big reach, +10 for something very hard, +20 when it is effectively impossible without a miracle—then still let the dice and the table decide. Apply the mirror when the approach is a perfect fit: if they reach for a specific
Skill that clearly matches the scene—citing statute with Law in court, not a generic substitute—ease the exchange by about −5 (or more) versus a vague or off-theme roll. A result that would be a narrow miss with the wrong tool can still be a success when the player chose the right skill for the job; reward creative, specific use over defaulting to the same broad option every time. Lean into cool: you can run tighter challenges at higher
Tiers, but never let raw math veto a solution the table loves.
Let the story bend. If a clever plan sidesteps combat entirely, go with it—change the scene, skip the grind, hand out a different kind of win. The same handful of rooms can play out radically differently from group to group; that openness is what separates tabletop play (and FateTide) from “locked” video games where routes barely vary. If the arch-villain makes a point the heroes cannot honestly dismiss, the fiction can follow that truth—even when it rewrites your outline.
Eight habits that cover most nights
- Conversation first. Clarify intent before you reach for dice.
- Situations, not scripts. Prep pressures and opportunities, not mandatory scenes.
- Fan the PCs. Spotlight heroics and clever play—especially flavorful
Skills that drive story, not just damage. - One Roll when it’s small. Keep momentum; save precision for what matters.
- DC-first phrasing and hidden information. Say DC 15 Attention, DC 18 Influence. Use
Hidden Rolls where peeking at the number would spoil the fiction—
Janus can help enforce visibility. - Agency with guardrails. Say yes to plans that fit the world; negotiate cost when a stunt is loud or risky.
- A living world.
NPCs and factions pursue goals between sessions; let choices ripple outward. - Use the platform. Offload initiative,
AOE shapes, and contested summaries so you stay in narration and consequence.
Three pillars and pacing
FateTide play lines up with the classic tabletop trio: exploration, roleplay (social scenes, factions, and character drama), and combat. When you rough-in a session plan, try to give each pillar about a third of the oxygen—not a rigid timer, but a useful check. A night that is ninety percent one pillar can still work for a special beat, but balance across pillars is one of the simplest ways to keep everyone engaged: investigators get clues, talkers get faces, tacticians get
Encounters. The rules hub lays out the same pillars for players in Playing the game—point the table there when you want shared vocabulary.
When pacing struggles, zag. If a fight is dragging, an investigation loop feels stuck, or the table’s energy dips—change course. End the
Encounter early with narration, cut to a new
Location, drop in a messenger or weather shift, or ask “what do you want to do next?” out loud. It is all make-believe in shared imagination—nothing is sacred until you agree it is at the table. Prioritize fun and momentum over loyalty to Tuesday-night notes.
Emotion, story conflict, and consequences
Wins are satisfying. Players love a clever plan paying off, a clutch roll, or a villain finally outplayed. At the same time, dice and outcomes can be disheartening—a rough streak is not a verdict on anyone at the table, but it can still land as frustration. Your job is not to punish the group for rolling badly; it is to keep resolution honest and turn “no” into fiction the scene can use—cost, complication, or a new problem—rather than a dead stop (see The north star and Fail forward).
Without consequences, tension fades. If success and failure both change nothing, the table quietly disengages: there is nothing to invest in. Stakes are not the same as misery—stakes mean choices matter. You can run a kind, hopeful campaign and still let failure cost time, trust, resources, or pride; you can let victory cost something too, when that serves the story.
What usually sustains interest is two things: emotion and conflict in the story. Emotion is care—attachment to people, places, ideals, and grudges. Conflict is pressure—wants that collide, secrets that surface, obligations that tug. Without both, even cosy fantasy (warm hearths, gentle tone, small-scale problems) can lose the table: comfort without care becomes wallpaper. Aim for beats where players care emotionally and the fiction still has open pressure—a want unmet, a relationship strained, a kindness tested; let triumphs land, let costs land, and keep the shared fiction worth leaning into.
Lazy FateTide prep — eight steps
Before each session, aim for roughly thirty to sixty minutes once you are practiced—enough structure to open strong, enough slack to improvise.
- Review the characters. Skim
Essences, signature
Skills, bonds, and recent choices. Ask: “What does each
Player Character want this week?” - Create a strong start. One vivid opening beat that drops the table into action or tension immediately.
- Outline potential scenes. Three to six situations, not a fixed sequence—notes you can reorder when players zig. Glance at exploration, roleplay, and combat so the session is not accidentally one-note.
- Secrets and clues. Six to ten short sentences of information the party might care about—villain moves, faction beefs, hidden doors, backstory bombs—without locking in how they must be discovered. During play you attach each secret to whatever scene actually happens (rumor, corpse note,
Inspection, overheard
Influence margin, and so on). See Sly Flourish on secrets and clues. - Fantastic locations. Two or three memorable places with atmosphere, interactable bits, and at least one tactical “toy” (elevation, hazards, cover) that interacts with
AOEs or
Skills. - Faces (recurring
NPCs). A face is anyone the table might meet more than once—not necessarily a star villain: dock clerk, fixer, rival adventurer, priest with a ledger. Give each important face a name, a want, a tell, and one secret or hook players can pull on. Note likely contests (
Influence vs
Empathy,
Frighten vs
Willpower, and so on). Reusing a small cast beats inventing a new stranger every scene. - Choose relevant creatures. Pick from Creatures at a tier appropriate to the party’s
Tiers—then add motive (see Tactics and intent). - Rewards. The Lazy DM framework often ends with magic item picks tied to the next session’s fun; on FateTide, fold in crafting hooks, reagents, and long-term projects the same way—tie loot to what PCs already said they want.
Worlds, Locations, and Encounters
FateTide’s authoring model mirrors how campaigns breathe online: Worlds →
Locations →
Encounters (with optional nesting).
- Worlds frame the campaign: tone, factions, and long arcs. Browse Worlds for packaged ecosystems you can run or strip-mine.
- Locations are the actual stages—streets, dungeons, districts, ships. Build the place before you scatter fights across a mapless void.
- Encounters are the moments inside a place: combat, social contests, puzzles, chases, revelations.
Nesting. Put child
Locations under parents so fiction stays organized—region → city → inn → cellar—without one endless flat list.
Golden rule: never prep an
Encounter without naming which
Location owns it. Coherence beats cool ideas floating in space.
Location worksheet (copy-friendly)
- Name and vibe — one sentence players will remember.
- Core situation — what is already wrong or unstable before the PCs arrive?
- Three to five interactive features — things to climb, break, read, or hide behind; note likely
DCs when helpful. - Secrets and clues — four to six facts that reward investigation and advance the arc.
- Who is here now — occupants, goals, and how they might react.
- Future states — two or three ways the place changes after PC action (alliances, alarms, environmental shifts).
One strong
Location can fuel multiple sessions; you do not need every room in advance—improvise new sub-locations using the same worksheet when exploration outruns your notes.
Faces, factions, and clocks
Faces are the human-scale glue. Players remember people before they remember dungeon room five. Invest screen time in a rotating cast—allies, rivals, bureaucrats, family—so choices have someone to hug, betray, or owe. You already sketch “important
NPCs” in prep; treat faces as the ones you intend to bring back until the story says otherwise.
Factions are pressure in bulk. A faction is any group with shared interests: temple, syndicate, army, rebels, noble house, trade compact. For each faction you care about, jot what they want right now, what they will do to get it, and who stands in their way (often another faction, not the PCs—yet). Tie factions to
Locations and urban intrigue so the city or wilderness feels crowded with agendas.
What if the PCs never showed up? Ask that question honestly once in a while. The coup still advances, the plague still spreads, the treaty still frays—the world is not frozen waiting for heroes. Write the default timeline (“in a month, X happens unless…”) and then let
Player Characters steer, accelerate, or smash those outcomes. When their actions visibly move a clock—war delayed, drought relieved, a face promoted or ruined—impact feels earned.
Change the map on purpose. When the table heals a wound in your setting—literal or political—update your notes between sessions: rename the district, retire a faction leader, burn the bridge they bought you time to cross. That is not losing control of your world; it is sharing authorship. Invite outcomes that make the campaign better for the people at the table, even when the fiction gets messier—and close nights by making clear what is different now because the PCs existed.
Scenario structures
Pick a framework that matches the night’s tone; let players move non-linearly unless the fiction demands urgency.
Dungeon crawl
One parent
Location with four to eight sub-areas; each holds one to three
Encounters (fights, hazards, clues, NPCs). Emphasize
Navigation,
Inspection, and trap play per the traps rules; ambushes often pair
Sneak vs
Attention.
Hex crawl / wilderness
Treat a region as one big
Location; each hex or point-of-interest becomes a sub-location with its own encounters. Travel uses
Navigation, weather, and random tables from Random tables when you want surprise without a bespoke beat every mile.
Node-based mystery
Investigations work best when you treat the map as nodes (places, people, objects) connected by clues, not as a single mandatory path. Justin Alexander’s three clue rule (see further reading) is the practical version: for any conclusion the table must reach to keep the scenario moving, seed at least three independent ways to learn it so missed rolls or wrong guesses do not brick the night. In FateTide terms: build five to eight
Locations or sub-locations, pepper redundant leads between them, and let the party tackle nodes in any order. Pair
Inspection,
Empathy,
History, and
Religion as the fiction demands—often with
Hidden Rolls so players cannot metagame the detective work.
Heist
Split play into scouting (maps, disguises, infiltration routes—
Sneak,
Inspection,
Magic) and execution (a target
Location full of reactive
Encounters). When plans wobble, reach for One Roll twists or a small complications table you wrote in prep.
Urban intrigue
One city as a parent
Location; districts and landmarks as children. Rotate a short faction turn between sessions—what did each faction attempt, who succeeded, who paid for it?—then surface the fallout as new rumors, job offers, or
Traps in the PCs’ path.
Choosing and mixing structures
Most campaigns blend two or three patterns (wilderness leading into a dungeon leading into a mystery). The constant is the
Location spine—structures are just lenses for how aggressively you move between nodes.
Running combat (GM view)
Combat is structured time:
Alternating Initiative,
Turn Order,
Action Points, attacks, defenses, and
AOE geometry when
Spells and breath weapons matter. Player-facing detail lives in Game rules; as
GM, prioritize clarity and momentum.
- Open with stakes. One sentence on why this fight exists before you roll
Initiative. - Describe
AOEs before resolution. “Cone includes two allies on the edge—confirm targets” prevents feel-bad surprises. - Let
Janus track the heavy lifting—circles, cones, cylinders, lines, and height where the rules care—while you narrate debris, morale, and shifting terrain. - End with a forward prompt. Loot, clues, or a new problem—then “What do you do next?” so the world keeps moving.
When a grid is overkill, you can still run narrative positioning in
Theater of the Mind and only spin up a full
Encounter when
AOEs and tracking matter.
Magic, identification, and crafting touchpoints
Spells are cast from Mana; the platform tracks pools in play. Teach players to verify wording on Spells—you interpret story and scope,
Janus handles most arithmetic.
Overcasting. When a caster wants to push beyond what the spell’s printed text allows—wider area, stranger target, a story beat the card does not cover—that is overcasting. The engine will not fully automate that space: you negotiate cost, risk, and effect footprint with
GM Discretion. Campaigns can opt in to the
Magic: Overcasting house rule via Custom house rules / campaign settings so everyone shares the same baseline—then still rule the moment at the table.
Sanguine and risky glory. When the rules give
Sanguine (or similar class tools) a chance to trade safety for power, run them faithfully—then let players choose the daring line when the story warrants it. A clear roll that piles
Maimed stacks or other lasting costs can sit alongside a big swing that actually changes the scene; celebrate both the whiff and the legend when the table knew the stakes going in.
Spell breadth. FateTide’s base
Spells library is far larger than a typical fifth-edition-style core list—on the order of over a thousand additional foundation spells—so both PCs and monsters can reach for highly specific tools instead of the same short rotation every fight. That depth asks more of readers at first, but it pays off in weirder problems and sharper answers; use Spells filters and lean on
Tiers so prep stays scoped.
Gathering, knowledge, and crafting skill lists are extensive on purpose—use the rules hub as the authoritative catalog; this guide only reminds you to anchor downtime rolls to places and player goals so those systems feel alive.
Monsters and NPCs — fast notes
You rarely need a fresh stat block during prep. For anything not pulled straight from Creatures, jot:
Depth beyond “one monster, two tricks.” FateTide monsters are built to be mechanically busy: they can carry many more abilities than a typical legacy stat block, and their effective
Tier or threat profile can sit above the creature’s nameplate when the story needs it—so an encounter stays dynamic instead of repeating the same bite-and-claw loop. Players earn extra weapon and class tricks over time; monsters get that same design space—riders, stances, spells, and gear-style options—so use them. If the stat block gives you a scary button, press it when the fiction allows; your job is clarity and fairness, not hiding toys from yourself.
- Name (tier) — aligns expectations with
Tiers.
Body /
Mind /
Soul highlights — three numbers players might contest.- Signature skills — attack package, primary defense (
Fortitude,
Psyche,
Willpower, etc.), one social angle. - Hook — goal, secret, or clue they carry into the fiction.
Monster template system (planned)
FateTide is working toward a monster template pipeline—closer to how enchantment lets you assemble items from parts than to hand-authoring every stat block from scratch. You will start from a template, then mix and match abilities, gear, and modifiers to build the exact threat you need—whether that is a lone elite or something wild like a swarm of zombie frost giants. Treat it as the creature-building sibling to the item/enchantment workflow: same spirit of composable, reusable pieces, tuned for
Encounters at your table. Until the tools ship, keep using Creatures and the fast notes above; swap in template-driven builds when the platform exposes them.
Tactics and intent (foes that fight smart)
Keith Ammann’s through-line—popularized on The Monsters Know What They’re Doing—is that monsters should behave like they mean it: separate strategy (what they want from the fight) from tactics (how they try to get it this round). Intelligent foes watch the battlefield: they pressure squishy threats, exploit terrain, and retreat when the objective is met or lost. You do not need legacy “IQ scores” on a sheet—use
Mind-high casters and tacticians, pack hunters, and disciplined soldiers as your cues for sharper play; let animalistic brutes favor simple, greedy targets. See Ammann’s articles for the general idea, then translate into FateTide contests.
Creature roles on FateTide. The site’s Creature roles catalog is there to codify how we expect a given role to behave in combat—
skirmisher,
brute,
artillery,
controller, and so on—so you and the table share the same baseline before you add personality. When a stat block lists a role, skim the role’s write-up for default priorities (who it targets, how it uses movement, when it retreats) and then layer motive and story on top.
Goals, not just grudges. Not every
Encounter needs to end in a TPK. Give the opposition something to win or lose besides “all PCs dead.” Escort the payload, silence the alarm, buy time for a ritual, steal the map, terrify witnesses—then let the table feel the stakes when those goals slip. When the tide turns, intelligent foes should run, surrender, or cut a deal as readily as they pressed the attack a moment ago; a villain who escapes to scheme again is often better than another sack of loot with no memory.
Before each creature’s
Turn, ask:
- What do they want? Survive, protect an object, buy time, terrify witnesses, capture—not always “deal maximum damage.”
- What is their best tool? Reach for the special ability, grapple,
Spell, weapon rider, or terrain interaction that fits their intelligence and role—not a generic swing because it is easy to remember. - Who is the most dangerous target? Casters, healers, and shot-callers attract intelligent pressure; brutes might simply hammer the nearest threat.
- When would they leave? Morale breaks, bargains, and staged retreats turn fights into stories instead of sack-of-hit-point exercises—fleeing is a valid outcome when the fiction says the fight is lost.
Pair that thinking with FateTide’s contested skills—
Frighten,
Influence, shoves, grabs—so social and martial pressure mix naturally.
Minion AI helper (planned). A future direction for digital
Encounter play is an optional AI tool: let the platform suggest or run minions—movement and attacks against sensible targets—while you keep hands-on control of the boss, elites, and anything that needs spotlight. Use it to speed up fodder
Turns; override whenever the story demands a different target or a cowardly retreat. Until it ships, run minions yourself using Creature roles as your default script.
Downtime, factions, and long campaigns
Between sessions, ask what each
Player Character wants to pursue. Minor chores can resolve with One Roll; meaningful projects deserve scenes with real
DCs and consequences. Tie downtime to
Locations you already own so the world feels persistent.
Downtime mode, campsites, and strongholds (in development)
FateTide is building an optional downtime mode you can toggle on for a campaign—so “between sessions” is not only a narrative abstraction but a place players can visit on the site in out-of-session time. When you enable it, the table gains persistent campaign campsites and campaign strongholds: elaborate
Locations framed for downtime play—workshops, libraries, yards, shrines, training yards—rather than a single flat downtime menu.
What players might do there (examples). Run crafting projects, read Books and other study material, meet trainers to advance
Skill Point Training and related progression, prep reagents and gear for the next adventure, or trade with merchants through the site’s merchant system—you can still roleplay the counter and the deal, but players no longer have to ask “What does this merchant have?” to learn stock; the fiction and the UI can work together. The
GM still sets stakes and approvals;
Janus continues to carry the mechanical load where the rules are encoded.
Mini side and solo beats. The same spaces can host small optional encounters—short solo or parallel-side threads—so a player with time between live games has something in-fiction to engage with without replacing the main table. Think of them as pressure-release hooks: a haunting at the stronghold wall, a rival at the campfire, a letter that turns into a three-beat investigation—not a full parallel campaign unless your group wants that.
How to use it at the table. Treat downtime mode as a dimmer switch, not a second game: toggle it when your group wants structured between-session play; leave it off when everyone prefers to handle downtime as a quick recap at the top of the next session. Reach for it when the fiction is between adventures or the party is out of hostile situations—much like West Marches–style play where everyone wraps back at camp at session’s end. In a long series or campaign the group may still be mid-dungeon or otherwise unable to return to a safe haven; there, “going to camp” is harder to justify, so save downtime beats for when an exit or rest actually makes sense, or narrate how they reach safety first. Details, UI, and exact limits will firm up as the feature ships—check campaign settings and release notes on the site for the current behavior.
Campsites and strongholds are refuges. Campaign campsites and campaign strongholds are meant to be places of safety—not pressure-traps where you terrorize players who thought they were off the clock. Take a cue from how Baldur’s Gate 3 treats camp: great for social interaction, organizing gear, and preparing for the next push—especially around a long rest—without turning “we made it back” into another ambush unless the table explicitly wants that tone.
Faction turn (two minutes). List three to five factions or major
NPC patrons tied to them. For each, decide one off-screen move—success, complication, or opportunity—then surface the fallout as next session’s rumor, job, or obstacle. That keeps the world’s clocks ticking between visits so PC choices stay central.
Advanced tablecraft
- Fail forward. Failed rolls become new problems, locations, or bargains—not dead stops—unless failure itself was the interesting stake.
- Spiral campaigns. Let each arc add layers: new secrets, new sub-locations, shifting factions—rather than one straight line of plot.
- High
Tiers. When magic reshapes regions or wars move borders, update your
Locations between sessions so fiction matches power level. - Safety and calibration. Start from Boundaries and session zero; keep lines/veils and X-Card-style tools in reach for darker themes; pair
Hidden Rolls with transparent table policy (“we hide numbers to protect immersion, not to trick you”).
Closing the loop
You do not need a giant binder—you need six to ten secrets and clues, two or three fantastic locations, a handful of recurring faces and factions (see Faces, factions, and clocks), and the habits in this chapter. Let
Janus carry the procedural load; spend your attention on clarity, consequence, and making heroes feel heroic. Prepare situations, let players steer the world you share, and be their biggest fan—the rest is
GM Discretion in service of a great night at the table.