This section provides principles and guidelines specifically tailored for the Gamemaster. While these rules aim to assist in creating a captivating narrative and ensuring a seamless gaming session, it’s essential to remember that the primary goal is to engage and entertain your players, with their enjoyment at the core of each session.
Table of Contents
WHO IS A GAME MASTER (GM)
One person takes on the role of the Game Master (GM). This person is essentially the narrator and referee of the game. They prepare the game world and its inhabitants, describe what happens as a result of the players’ actions, and interpret the rules. As a GM you are responsible for managing the rules and guiding the story telling by controlling the world, enemies, NPCs and the environment.
If you’re an experienced GM, you have the flexibility to mix and match any of the rules presented here. Feel free to choose the ones that best suit your game or adapt them to fit your group’s unique playstyle.
DISSONANCE POINTS (DP)
In Echoes, as the GM, you don’t roll dice. Instead, you accumulate Dissonance Points (DP) based on the value of the Dissonance Dice every time a PC makes a check.
Dissonance signifies a state of tension, arising from clashing emotions and their associated Echoes. DP cost is represented by [2]. The GM can spend DP for various actions such as:
- Activating enemies and hazards.
- Increase threat level [9]: increase all damage dealt by PCs and enemies by 1 until the end of that combat scene.
- Reactivate an enemy that has already acted during this round [5].
DICE INTERPRETATION
Remember, the GM doesn’t roll for damage. Instead, enemy damage is determined using the most recent dice roll made by a PC, typically from their defense check. This roll, along with several other relevant factors, is used to calculate the total damage, which is then compared to the PC’s Stamina or Wound Threshold. These factors include:
- The lowest die roll.
- The highest die roll.
- The sum of both dice rolls (total roll).
- A specific die, either Harmony or Dissonance.
- The current round number.
- The current number of enemies (Horde).
EQUILIBRIUM DIE (ED)
The GM accumulates Dissonance Points (DP) in a ten-sided die known as the Equilibrium Die (ED). The GM can store up to a maximum of 9 points on the ED; any additional points are lost. As a result, the GM needs to strategize their actions, and player characters might anticipate a powerful move when they suspect the GM has amassed significant DP. Nonetheless, it’s advised to keep the ED hidden from the PCs as doing so builds suspense.
ENEMY TYPES
HORDE ENEMIES
Both minion and elite enemies form groups (Hordes), with each Horde represented by a ten-sided die. Each Horde can comprise anywhere from 0 to 9 enemies. For instance, 3D10 with values of 3, 6, and 7 indicates three separate enemy Hordes, with 3, 6, and 7 enemies in each Horde respectively.
Horde enemies don’t use HP. Instead, they have a Wound Threshold (WT) that players must exceed to kill an individual enemy within the group. A single attack or ability can deal enough damage to surpass the WT multiple times, killing one enemy from the Horde for each instance. However, any excess damage doesn’t carry over to the next enemy.
Horde enemies may possess abilities that inflict additional damage based on their numbers. If an ability specifies damage as ‘+ Horde’, the damage is increased by the total count of enemies within that Horde. For instance, if there are 6 enemies in a Horde, an ability with ‘+ Horde’ would deal an additional 6 DMG.
When adding Horde enemies to your encounter, you first determine the number of Hordes you wish to create. Then, for each Horde, ask a PC to make a 1D10 fortune check. The result of each roll dictates the number of enemies within the corresponding group. You can always adjust the results based on conversations with PCs, or in certain situations, you may choose to roll yourself in secret.
The Wound Threshold (WT) of the horde enemy type is represented by a value in square brackets. For example, [horde 2] means that this horde has a WT of 2.
Employing this type of enemy representation can greatly amplify the sense of power experienced by your players. They will revel in the thrill of leaving a sizable pile of vanquished foes in their wake.
INDIVIDUAL ENEMIES
Champion and boss enemies each have their unique and individual HP. They come with a single HP bar, and any damage dealt to them, after considering armor or resistances, directly reduces their HP.
The HP of the individual and boss enemy type is represented by a value in square brackets. For example, [individual 10] means that this enemy has a HP of 10.
This type of enemy is perfect for a greater challenge, standing out as a champion among weaker foes or serving as a mini-boss.
ENEMY ACTIVATION IN COMBAT
The GM can activate up to 2 enemies after each PC’s turn. Once activated, the GM can utilize a range of actions specific to that enemy. Some of these actions require a DP cost, while others are free but still consume an action. An enemy cannot be activated more than once per round unless the GM pays the reactivation cost in DP.
SPEED
If a PC takes only fast actions during their turn, the Game Master can only activate a single enemy with [1] action. On the other hand, if at least one of the two actions is slow, the GM is permitted to activate up to two enemies with [1] action that haven’t acted yet this turn or a single enemy with [2 actions]. The speed of an action performed by PCs is primarily determined by the weapon’s or ability’s speed. All non-attack actions are typically considered fast unless otherwise specified by the GM.
PCs’ attacks that result in a Disaster are considered Slow.
passive DISSONANCE
If a PC’s combat turn did not necessitate any dice roll actions, the GM automatically receives 9 DP (Dissonance Points). This type of turn is considered slow, allowing the GM to gain two activations for enemies.
In Echoes, combat is a swift and relentless dance, urging PCs to engage in actions that require checks. Otherwise, the world seizes the opportunity to tip the scales in its favor.
ENEMY TIERS
Enemies within the game are categorized by different danger tiers, influencing their stats, ability quantity, and ability costs. Interestingly, a single enemy can fall under multiple groups:
MINION
- HP: horde.
- Threat: low. PCs can easily dispose of 3+ hordes.
- Number of abilities: 1-2.
ELITE
- HP: horde.
- Threat: moderate. PCs can dispose of 2+ hordes.
- Number of abilities: 2-3.
CHAMPION
- HP: individual.
- Threat: high. More than 2 of these enemies can wipe out the party.
- Number of abilities: 3-4.
BOSS
- HP: individual.
- Threat: serious. More than 1 of these enemies can wipe out the party.
- Number of abilities: 3+.
RESISTANCE
Enemies can possess innate resistances to certain damage types. These resistances reduce the damage they receive from specific sources. For example, [fire 2] means that the enemy reduces all incoming fire damage by 2 points.
VULNERABILITY
Enemies can possess innate vulnerabilities to certain damage types. These vulnerabilities increase the damage they receive from specific sources. For example, [fire 2] means that the enemy increases all incoming fire damage by 2 points.
IMMUNITY
Enemies can ignore all DMG from sources listed as their immunities.
SIMPLE COMBAT (OPTIONAL)
Simple combat streamlines gameplay, allowing players to focus on strategy and storytelling.
In simple combat, ignore all rules for collecting and spending dissonance points. Additionally, disregard the attack speed of PCs and always give enemies 2 activations.
When enemies move, you can ignore the dissonance cost.
When enemies attack, you can either use their designated abilities (ignoring the dissonance cost) or create your own attacks. Use dice interpretation to determine damage as appropriate for the scene (see dice interpretation rules).
10 TIPS TO MAKE THE WORLD MORE BELIEVABLE
- Outline the Basics: explain the concept of Echoes – physical manifestations of emotions that can be harnessed and used in the world. Describe how different emotions correlate to different colors and how the intensity of an emotion affects the resulting Echo.
- Emotional Impact: make sure players understand that their character’s emotions have tangible consequences. Anger might create a red Echo that heats up the surrounding air, joy might create a warm yellow glow that can light up a dark room.
- Emotional Freedom: while this world is heavily influenced by emotions, it doesn’t have to limit role-playing opportunities. In fact, it offers a rich tapestry of emotional experiences for players to explore. Make it clear from the start that all emotions are valid and have their place in the game. Encourage your players to fully explore their characters’ emotional range, from love and joy to sorrow and anger. Remind them that only extreme traumas and emotions are dangerous and their characters are multidimensional, complex beings who are allowed to feel and express a full range of emotions.
- Echo Variety: emotions are varied and complex. A character might feel joy at the success of a mission but also sorrow for a fallen comrade. The Echo system should accommodate this complexity, allowing multiple emotions to be active at once and interact in nuanced ways. This can lead to unique emotional combinations and effects, adding depth and unpredictability to the game. Each type of Echo could have different uses or effects, which can create interesting tactical decisions and encourage players to explore different emotions.
- Roleplay Guidance: encourage players to think about their character’s emotional state in different situations, not just in terms of their actions but also the resulting Echo. A warrior might channel his rage into his weapon before a big fight, while a rogue might need to calm herself and suppress her fear to avoid creating a bright Echo in a stealth situation.
- Emotional Abilities: explain how different classes use Echoes in different ways. For instance, a Mage might need to feel genuine happiness to cast a light spell or genuine indifference to cast an illusion. Make sure each player understands how their class uses emotions and Echoes.
- Emotional Evolution: the emotional challenges and consequences of this world can lead to meaningful character development. Characters might start with certain emotional tendencies but grow and change over time.
- Emotional Challenges: let your players know that emotional challenges will be a common part of the campaign. Characters might need to confront their fears, manage their anger, or protect their joy to succeed. A Revenant might only be placated by genuine displays of certain emotions, or a barrier might only be lowered by creating a certain Echo.
- Emotional Interaction: finally, characters can interact with the emotional state of others. They might calm a terrified villager, provoke a guard to anger, or share a moment of happiness with a friend. These interactions can change the emotional landscape and the resulting Echoes, opening new paths and options for the players.
- Emotional Reward: provide rewards for emotionally resonant and class-specific roleplaying. Beyond just XP or new items, consider incorporating story advancement, NPC interactions, or even a brief moment where the character shines and is acknowledged.