Running a Game

1: Print a Oneshot

The short adventure-modules for BIND come with everything included. The rules fit on a single page, which you can fold into a booklet for the players. The glossary at the start of the module introduces anything you’ll need to know about Fenestra, and has another rules summary, with any extra suggestions you’ll need for that particular module (such as rules for holding your breath, if the module has a lot of underwater locations).

Every creature has their statblock printed on the page they appear (or the next page), with checkboxes on the statblock to keep track of Health Points (HP). Any creatures with spells also come with those spells printed next to them, with all adjustments worked out; so instead of reading ‘Fire magic spells add this and that’, the spell just says the player must roll ’this and that to resist’, and then the Tie Number (TN) is given.

The modules end with pre-made characters, so the game can begin immediately.

2: Expanding the World

With the Book of Stories, the players can spend Story Points to bring in helpful elements from their past, such as knowing another language, or introducing an ally with the chapter on random character generation. Once their main character dies, they can select any ally they’ve already introduced as their new character, so the troupe will always consist of familiar faces, even if every member of the troupe dies during an unlucky evening.

The Judge’s Shield has random charts for weather and encounters, along with handouts for the markets - players can see the shops and NPC names on the page. Every part of the Judge’s shield fluctuates, so if you download it again, it’s never the same twice. During the Winter, the price of food goes up in the markets, and the basilisks disappear from the encounter charts, while snow becomes common. Then over the Summer, the basilisks become far more common, even in civilized areas, and food becomes cheap.

The Book of Judgement has a random chart for dozen of locations and events in Fenestra, including missions for the PCs. This often provides enough action and focus for an evening on its own.

For a pre-written Chronicle, Missions in Maitavale has a dozen stories, all woven into a grander tapestry.

3: The Deep Lore

The Book of Judgement begins with a procedure to generate a standard location in Fenestra, covering many days’ walk, and how to fill in every area with its own oddities, boons, potential allies, and dangers.

At the back of the Book of Stories, players can learn how to craft their own spells, or create Talismans (one-use magical items).

Finally, the Core Rules have details on every Skill, and a wide range of example procedures to resolve complex actions with one roll of the dice.