Chapter 8: Running the Game
In the world of Monsters & Magic, your character is your entryway to your world. It’s your in-world persona, through which you’ll tell a story.
Session 0
Things to do at Session 0
Ending a Session
At the end of each session you may resolve one bond. To do so, talk to the player of the character you share the bond with and decide if the bond still describes how you relate. If it no longer does, maybe because circumstances have changed or there’s no longer a question about their actions, resolve your bond. Any time you look at a bond and think “that’s not a big factor in how we relate anymore”, the bond is at a good place to resolve. When you resolve a bond, mark 1 XP. If the bond’s resolution increases your connection with that character, increment your BOND with them by 1, if it decreases it, decrement it by 1.
Encounters & Treasure
Every monster has a tier—Easy, Medium, Hard, or Very Hard—and you build encounters by grabbing monsters until their units add up, no arithmetic or budgets required. Each tier is worth a number of units, anchored on Medium = 1 unit:
| Tier | Units | Treasure |
|---|---|---|
| Easy | ½ | 25g |
| Medium | 1 | 50g |
| Hard | 2 | 150g |
| Very Hard | 4 | 300g |
The treasure here represents the total value for the whole party, and should typically be dolled out as 40% gold and gems, 40% crafting material, and 20% consumables.
Rarity Table
When looking to randomly generate loot or shops, optionally use this table to determine the rarity of items available.
| 2d6 | Rarity | Gold |
|---|---|---|
| 2 | Rare | 10,000 |
| 3 | Rare | 10,000 |
| 4 | Common | 200 |
| 5 | Common | 200 |
| 6 | Common | 200 |
| 7 | Common | 200 |
| 8 | Common | 200 |
| 9 | Uncommon | 1,000 |
| 10 | Uncommon | 1,000 |
| 11 | Uncommon | 1,000 |
| 12 | Legendary | 500,000 |
Conditions
| Tier | Conditions | Description | Fatigue |
|---|---|---|---|
| Minor | hastened, prepared, prone, protected, restrained, slowed, sundered | Single-stat shift, self-clearable, or micro-buff | 1 |
| Major | blinded, charmed, doomed, empowered, frightened, impaired, inspired, invigorated, invisible, quickened, weakened | Persistent mechanical shift with no self-clear, but still allows actions | 2 |
| Devastating | petrified, stunned, unconscious | Full action denial | 4 |
inspired is single-use (clear it to gain and immediately spend a Luck Point) rather than a persistent state, but it is priced as Major (2F): a free Luck Point — advantage, a threshold bend, or a spotlight steal — is a major-tier effect, not a micro-buff. Generally speaking, if a condition is applied to more than one creature at a time, it costs the full
Conditions typically are applied in one of two ways: if there’s an