Rulebook
GM Guidance
Running Chronicles of Valoria
As the Game Master, your role is to bring the world of Valoria to life and create engaging adventures for the players. This section provides advice on crafting memorable experiences while keeping the game flowing smoothly.
Adventure Structure
A typical adventure in Chronicles of Valoria follows this basic structure:
1
The Hook: Introduce a problem or opportunity that draws the characters into the adventure.
2
Investigation: Allow players to gather information and prepare for the challenges ahead.
3
Complications: Present obstacles that force players to adapt their plans.
4
Climax: Create a dramatic confrontation that resolves the central conflict.
5
Aftermath: Explore the consequences of the characters' actions.
Adventure Types
- Dungeon Delve: Explore ancient ruins, caverns, or other dangerous locations in search of treasure or knowledge.
- Mystery: Investigate strange occurrences, solve puzzles, and uncover secrets.
- Diplomatic Mission: Navigate complex social situations and political intrigue.
- Frontier Exploration: Chart unknown territories and encounter new cultures or creatures.
- War Story: Participate in larger conflicts between competing powers.
Pacing Tips
Session Structure
- Opening Scene: Begin with action or an intriguing situation to hook players immediately.
- Rising Action: Escalate challenges and stakes as the session progresses.
- Breather Moments: Provide occasional downtime for character development and planning.
- Climactic Scene: End sessions with significant revelations or exciting confrontations.
Time Management
- Combat: Keep battles moving by limiting turns to 1-2 minutes per player.
- Decision Points: When players debate too long, introduce time pressure in-game.
- Scene Transitions: Use descriptive narration to efficiently move between locations.
Difficulty and Challenge
Balancing Encounters
Difficulty | Composition |
---|---|
Easy Fight | 1 standard enemy per character or equivalent minions |
Challenging Fight | 1 elite enemy per two characters plus minions |
Boss Fight | 1 boss enemy plus supporting minions or elites |
Non-Combat Challenges
- Environmental Hazards: Falling rocks, rope bridges, magical effects
- Puzzles and Riddles: Simple enough to be solved but complex enough to be satisfying
- Moral Dilemmas: No clear right answer, forces character development
Magic and Cards
Managing the Card System
- Card Refresh: Players draw new cards after a full rest (typically once per day).
- Finding Cards: Magical tomes, mentors, or special locations can provide specific cards.
- Card Shortage: Running out of cards creates natural tension for spellcasters.
Alternative Magic Rules
- Quick Draw: Allow mages to draw one additional card at the cost of -1 die on their next casting roll.
- Spell Mastery: Let players designate "signature spells" that they can cast without discarding the card.
- Wild Magic: On critical failures with Jokers, roll on the Wild Magic table for unpredictable effects.
Creating NPCs
Quick NPC Creation
- Choose Purpose: Ally, informant, adversary, or neutral party
- Assign One Strong Attribute: Body, Mind, or Spirit at 3 or 4
- Pick Two Skills: Relevant to their background and purpose
- Add a Memorable Trait: A physical characteristic, mannerism, or verbal tic
Making NPCs Memorable
- Distinct Voice: Use accents, speech patterns, or vocabulary choices.
- Clear Motivation: Every NPC wants something—make it obvious or hidden.
- Unexpected Element: Add a surprising detail that defies stereotypes.
Rewarding Players
Experience and Growth
- Award skill improvements after significant story milestones rather than tracking experience points.
- Let narrative achievements determine when characters gain new abilities.
Magical Items
- Keep powerful items rare and meaningful.
- Create items with personality and history rather than just numerical bonuses.
- Consider items that grant narrative permissions rather than mechanical advantages.
Adapting the Rules
Remember that these rules are guidelines, not restrictions. Feel free to:
- Skip rules that slow down play or don't fit your group's style.
- Create new abilities, spells, or creatures that suit your story.
- Adjust difficulty on the fly to maintain an appropriate challenge level.
The most important rule is that everyone should have fun. If a rule isn't working for your group, change it!