Guided Gameplay Script
This script is designed for a GM (or facilitator) to guide the players through their first session. It systematically introduces the core mechanics.
Scene 1: The Departure (Dawn Phase)
Focus: Travel, Dice Pools, and the Phase System.
Setup: The party leaves Cinderford Crossing, entering the Whispering Weald. It's Dawn, so energy is high. Action: Have the Wayfinder (Sera) and the Warden (Kael) take the lead. - Ask Sera to use their Survey Kit to find a path. - Teach the Dice Pool: Have Sera build a pool using their "Pathfinder" knowledge and Survey Kit. It's safe right now (no DANGER die yet). - Outcome: Describe the outcome based on the Fate read. They advance the Phase clock by 1.
Scene 2: The Blockade (Day Phase)
Focus: Social Scenes, Factions, and Bargaining.
Setup: Deep in the Weald, they find the missing caravan—but it's held by outcasts from The Wandering Dead. Action: Have the Speaker (Lys) and Shadow (Mira) negotiate or sneak. - Teach Social Resolution: Use a Social Scene. Introduce the Ashen Compact ties. - Have Lys play the "Bargain Hard" Action Card. Explain how Action Cards modify the dice. - Outcome: If they fail, they may take the Indebted condition or someone gets Shaken. Advance Phase to Dusk.
Scene 3: The Broken Wagon (Dusk Phase)
Focus: Repair, Scavenging, and Danger.
Setup: The caravan wagon is missing a vital wheel pin.
Action: Have the Fixer (Drav) attempt a repair while the Marked (Orn) guards or searches the wreckage.
- Teach Dusk Danger: Because it's Dusk, all bold actions gain a mandatory 1d10 DANGER die.
- Have Drav try to repair the wagon. If he uses his Jury-Rig Action Card, add the DANGER.
- Outcome: Explain what happens if DANGER rolls a 7+ (the threat of predators arriving).
Scene 4: The Ambush (End of Dusk)
Focus: Defense, Conditions, and Attention.
Setup: The noise of the repair drew scavengers corrupted by the Ruin. Action: A Defense Scene! The whole party must react. - Teach Costs and Harm: Ask everyone to make a risky action to defend the caravan. If someone fails or takes a high COST (3-4), give them the Exhausted or Wounded condition. - Teach Attention Spend: Since multiple loud actions happened, increase Attention. If Attention hits 6+, the world reacts (perhaps the Ashen Compact shows up and demands a cut).
Scene 5: Making Camp (Night Phase)
Focus: Night Rules, Exposure, and Doom.
Setup: The fight is over, but it is now Night. The party cannot travel safely. They must camp at the Moss-Covered Chapel. Action: Explain the strict Night rules (no proactive actions). - Teach Exposure: Have the group draw an Exposure card (or roll on the Exposure table if cards aren't printed). Discuss how shelter tags protect them. - Teach Doom Clock: If the party failed their main goals today or let threats linger, mark 1 box on the Doom Clock.
Optional Branch: Total Party Kill (TPK) / Legacy
Focus: Death, Scars, and Legacy mechanics.
If the players are overwhelmed in Scene 4, or if you want to teach the full game loop: - Narrate a tragic defeat due to the overwhelming odds of the Whispering Weald. - Transition to Legacy (Section 21): Walk the players through how true death gives Legacy points to the next generation. - Have each player design their own brand new character using the standard character creation rules, now that they understand the mechanics.