1.3 Warden Guide

“As there are Gods who manipulate the fate of individuals, there are also Those who build the reality in which all exist.”


You are the Warden

You are not the enemy, you are not actively trying to defeat the players

Balance the game

If the monsters are too easy or hard, modify them. Adjusting your rolls a Tier up or a Tier down is a Warden’s job.

Keep things moving

These are professional adventurers, if they want to sit in a pub all day they can do that on their own time. 

Nudge when you can, some people are oblivious and need a gentle sign from their god to inspire them.

All basic, simple, standard, or obvious stuff is allowable or automatic.










Opt for Arcade mode. 

There is a limited amount of math and inventorying, but don’t make Players get bogged down in overly specific expectations or too many rolls. Ex.- if an enemy has 1 hp left, don’t worry about the rest of the math- as soon as a Player hits they can kill it.

Opt for Cinema mode

Players can understand the difference between narration and what their character actually experiences. Set scenes or open adventures with glimpses at foreshadowing or points of view outside their immediate group.

Opt for heroic moves

These are fantasy adventures, accept that fantastic things can happen

Let them die

There are mechanics for resurrection, the spectre of death is not a game ender and in some cases may open new storylines and options.
Character Creation
Players don’t need to have a heavy in depth backstory- their backstory can evolve and be revealed during adventures.
Dungeons
Facing the unknown in an unfamiliar environment is stressful, apply Stress points to the group when entering such areas. 
Facing danger similarly is stressful, new monsters or dangerous close calls can cause Stress.
Combat
Poison is commonplace with many enemies, expect players to deal with this often.
When fighting multiple enemies, especially hordes of smaller enemies, allow players to Cleave through the enemy they are attacking and apply the remainder damage to nearby enemies.
When rolling for a skill, roll 2 d10 and take the highest combination, add any bonus. You will generally want above 70 for passing, above 80 for good, and above 90 for awesome.
Resurrection
When a death occurs- Adventurers are Bonded to person/place/ thing… decide, based on conditions or plot, how quickly they come back. Whether it’s by a Holy spell, returning to a place they’re bonded to, or back at a Church in town- a player could immediately return to a fight, or slowly need days of rest to recuperate. Resurrection can be commonplace, but not easy or without repercussions.
Magic
Expect Casters to be knowledgeable on their own training. If they are expected to announce their spell and describe the level and range you can know what they should be rolling to pass. In combat they are rolling against themselves, so a level 5 spell they need to roll a 50 or above. In situational magic the Warden can decide what should be passed. In general 90-100 is Great, 80-89 is solid, 70-79 is accomplished but… meh. You can adjust based on the difficulty of what they are attempting to accomplish as well as the level with which they are casting the magic. The greater the difficulty, the less likely they should pass… and likewise the higher the level of magic, the more leeway you should give them to pass. You can let the player know a minimum level of magic it would take to accomplish what they are trying.
Items
Nearly every Shop should be heavily stocked. Due to the widely dispersed commerce throughout the world, common items should be stocked in most every region. Some regions may have banned some items. Unique Named or Magic Weapons may not be available everywhere as they may be one of a kind or they may be region or task specific.