Running a Session
You're the interface between the rules and the imagined universe you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the game, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the bartender of a cantina to be kindly and wellintentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the friendly bartender into an agent of evil after all.
You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.
Pacing Game Sessions
Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, roleplaying casual character interactions, or completing downtime tasks.
Starting a Session
- Recap what happened during the previous sessions.
- Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a deserted hangar, preparing to break through the airlock into a derelict shuttle? Tell players whether their characters had time to rest or recover since the last session.
- Remind players that they each have 1 Hero Point at the start of the session.
- Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.
- Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react.
The Spotlight
Stakes and Consequences
Consequences should be specific and evocative. Don't just tell the players what happened after success or failure; let their characters witness it in the game universe. Are they treated as celebrities or pariahs? Does the reactor deep within the derelict ship stutter and ignite, exploding 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 attack a planet, and the PCs don't stop them, then the planet is invaded by imperial troopers or hired guns. It's okay 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.
Failing Forward
Improvisation
- Does something already established in our story so far tell me what should happen here?
- What would the NPC's personality lead them to do?
- What does the player expect to happen?
- What would best fit the themes of our story?
You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or setting, there's nothing wrong with asking the group to take a little break while you fill in the gap. You can even ask players to invent details. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say “Nothing happens” and move on.
Often, a player will ask, “What happens when I do that?” This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an ingame response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game.
Special Circumstances
You can also add traits to actions. Let's say that during a fight against a security robot in a mechanic's garage, Obozaya Interacts to give the blades of her doshko an electric charge using jumper cables and a nearby hovercar. You could add the electricity trait to her next Strike so Obozaya can take advantage of the security robot's weakness to electricity. A PC getting an advantage in this way should usually have to use an action to do so, so Obozaya would get the benefit for one attack, but to do it again she'd need to use the jumper cables once more.
False Information
Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. Avoid dispensing false information that might not be used for hours or entire sessions after the check is forgotten. If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get important-seeming false information. Erroneously believing Damoritosh's symbol is a sword instead of the blades of a doshko might lead to a miscommunication, but one that's not dangerous, easy to clear up, and only a little embarrassing for the PC.
Secret Checks
You can still have the players roll the checks even if an action has the secret trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes.
Metagaming
Roleplaying NPCs
Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single “hook” into their concept: a retired space pirate, a refugee from a war in distant space, or a contemplative who constantly asks awkward questions. Each hook hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later.
NPCs from adventures and other sourcebooks often include basic information about their personality, gender, and role in the game. Important NPCs often include more in-depth roleplaying tips, personal edicts, anathemas, and more.