
How To Play
The Play Loop, the shared glossary, routines that keep a party moving, and the habits that make a good table.
The Narrator and the players move through a repeating conversation: describe the situation, declare actions, resolve them, and carry the consequences into the next scene.
The Narrator describes a situation, environment, and immediate context. Players listen without interrupting until the scene is set.
These are the terms currently used throughout the compendium. Hover or focus a highlighted term anywhere on the site for its quick definition.
- Actions, Combat
- Your character can take up to four types of actions in a combat round; standard, bonus, move, and reaction. The first three can be taken on their initiative turn. Reactions can be taken in response to a triggering event.
- Advantage/Disadvantage
- You roll two d20s and take the higher roll (advantage) or the lower roll (disadvantage).
- Alertness
- The number needed on a stealth check (d20 + bonus) to elude or ambush a target. Alertness is equal to perception (skill) bonus plus 10. Certain monsters may be higher. If on high alert, this becomes perception plus 15.
- Character
- An avatar controlled by one of the players at the table. A group of characters is a party.
- Defense
- The number needed on an attack roll to hit a target.
- Difficulty Class (DC)
- The target number required on a d20 roll to successfully achieve a task or resist an effect. For ability and spell saving throws, Save DC = 8 + Arete.
- Graduating Die (GD)
- A die that increases in size with a character's proficiency modifier; +2 [d6], +3 [d8], +4 [d10], +5–6 [d12].
- Health
- The amount of damage a creature can sustain before it is incapacitated or killed.
- Hit Dice (HD)
- The number of dice used to calculate health. Characters have a number of hit dice equal to their level.
- Incapacitated
- When a creature reaches 0 health, it falls and becomes incapacitated. It can survive for a number of rounds equal to its endurance score before dying. If an incapacitated creature is struck in earnest while at 0 health, it dies.
- Magical Item
- An object imbued with magical powers.
- Manifestation
- A flashy show of magical energy surrounding a spellcaster, making it obvious that magic is being used.
- Modifier, Proficiency (PROF)
- This number reflects skill. Creatures start at +2 and gain an extra +1 at 5th, 9th, 13th, and 17th level.
- Modifier, Statistic
- This bonus reflects talent (not skill) and is based on a creature’s statistic score. The formula for calculating this is: a +1 bonus for every 2 stat points above 10. So, 12 is +1, 14 is +2, 16 is +3, etc.
- Penetration
- This number is deducted from a target’s soak when damage is dealt.
- Player (PC)
- One of the humans sitting around the table playing the game. Each player controls a character.
- Roll, Arete
- A creature’s total power or spellcasting modifier. Arete = PROF + Primary Stat Modifier. Save DC = 8 + Arete.
- Roll, Attack (ATT)
- A roll (d20 + bonus) made to hit a target.
- Roll, Damage (DMG)
- A roll (weapon dice + bonus) made after a successful attack to determine how much damage it deals.
- Roll, Initiative (INIT)
- A roll (d20 + bonus) made at the beginning of combat to determine the sequence in which combatants act.
- Roll, Save
- A roll (d20 + bonus) made to resist an effect. There are three types: fortitude, reflex, and will.
- Roll, Skill
- A roll (d20 + bonus) made for a skill. The target number is based on the difficulty of the task.
- Skills
- The universal formula for all skill checks is d20 + Stat Modifier + Proficiency Modifier + Bonuses.
- Soak
- This number is deducted from incoming damage a creature sustains. Soak only applies to certain types of damage.
- Speed
- The number of feet a creature can move every six seconds (one round) at normal speed.
- Spell
- The act of summoning and manipulating cosmic energies to create a supernatural effect.
- Statistics
- Might, Agility, Endurance, Intellect, Spirit, and Charisma.
- Statblock
- A condensed block of vital combat statistics for quick reference in battle.
- Toolset
- A set of tools used by a specific profession. Most adventuring toolsets are kept together in a case or roll of some sort, and they collectively allow a character to practice a trained profession.
Roles
The party roles are summarized here. See the full Organization reference for the complete guidance.
In GSS it is customary at the beginning of each new session to elect a Caller. This player’s job is to quickly gain consensus and then inform the Narrator of the party’s actions as a whole. This keeps the party organized and acting uniformly.
Unless the players prefer it otherwise, it is customary to rotate the Caller between sessions. This ensures that the quiet people get to participate too, and prevents outspoken players from dominating the game. It also supports a uniform level of commitment, ensuring that everyone knows what is going on and develops a firm grasp of the rules.
The executive power of the Caller means they don’t need to gain consensus on petty or trivial matters: they may simply make these decisions for the group and move on to the meat of the story.
If the group descends into chaos at the start of each new scene and players begin declaring actions and vying for the Narrator’s attention, it’s a sign that a caller is needed.
The treasurer is responsible for keeping track of party equipment, consumables, properties owned, and any monies or treasures they obtain. At the end of each session, they work with the group to determine the disposition or sale of loot, where and how items are being stored, etc. This is particularly important because there are limits to how much each character can haul.
The treasurer’s secondary job is to monitor the gear and possessions of every character, confirming what they are wearing or carrying on a single page that is easy to access and read.
If the group keeps a huge messy sheet of random items that everyone has full access to, and nobody is quite sure whether certain expendables got used or not, it’s a sign that a treasurer is needed.
The chronicler is responsible for taking notes on the events of each session. This includes the names and roles of important NPCs, important locations, mapping services, important clues or mysteries, major events relevant to the plot, and most importantly quest objectives. As the chronicle progresses players will naturally develop a long list of smaller goals and NPCs they’ve met. It can be easy to lose track of these in the chaos of play.
In addition to keeping a record of events, the chronicler’s secondary job is to drive progress by being on the lookout for opportunities to cross items off of the list.
If the group begins every game wondering what to do and waiting for the Narrator to drive the action, it’s a sign that a chronicler is needed.
The marshal is responsible for leading discussions with the other players to hash out their tactics in battle. A party without a marshal is chaotic and disorganized, with players impulsively doing random things on their turn in combat.
It is important to note that the marshal should not make characters’ combat decisions for them. They advise combat policy; who is protecting whom, when and how magic should be used (not blowing up friends), what sorts of enemies should be prioritized, and so forth. How exactly the players fulfill those objectives should be up to them.
The marshal’s secondary job is to maintain a general sense of how injured or dangerous each enemy is and then gently notify players of their options on their turn if they are feeling indecisive. This should never come across as harassment; it is a service the marshal is obliged to provide only if a player needs it.
If the group begins attacking random targets, asking how many enemies are left, or casting spells that end up being ineffective because they don’t fully understand the current situation, it’s a sign that a marshal is needed.
Protocols & Cohesion
Players don’t have to reiterate routine actions. They can build a list of protocols for exploration mode (first into a room, checking for traps, searching for loot, scanning for magic, seeking ambushes, etc.). Once written, they remain in effect until changed. The Narrator will call for rolls or make private rolls as necessary.
Characters are in cohesion while following the leader and adhering to written protocols. If asked what their character is doing, it’s fine for a player to say they’re remaining in cohesion. Not every player must declare special actions all the time to participate.
Quick reference for the table. See the full Etiquette chapter for broader guidance.
- Attention
- Know what’s happening. Don’t tune out on your cell phone.
- Contribution
- Have an opinion. Participate in party discussions. Don’t be toxic.
- Gestures
- Do small kindnesses for other players and characters. Build rapport.
- Sharing
- Don’t hog the spotlight. Validate other players and their characters.
- Knowledge
- Know all the rules pertaining to your character really well.