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Game Master

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As the Game Master you have control over the Syndicates, the Marks and in turn, the settings of the dreams. 

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Much like other TTRPGs the GM has a fair bit of extra prep to get ready for a session, but it isn't that much when we break it down. There are also super detailed, premade session packs you can use with ease.

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As the GM you will work with the players to pick a syndicate that the players want to be connected with. This Syndicate provided the overarching campaign goals for your game. In your first session you can discuss how your pilots became connected to this syndicate. 

As you start playing you will embody the members of the syndicate as they give the Pilots a run-down of their goals, provide context to the general group of marks they will be coming in contact with, and provide the morality of the syndicate that with develop as the campaign continues.  

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Then we move to the majority of how sessions will go. You will prepare a Mark for the session using the Mark section. A member of the syndicate gives the Pilots a brief run down on the Mark whose dream they are going to enter. They give the Pilots their goals, this could be anything from finding information to causing havoc. Also give your players some side goals to pull them in different directions.

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The Pilots then jump to entering that Mark's dream through their dream hijacking stations. Their Jacks now enter the first Scene of the dream. Each dream is split into 1-5 Scenes depending on how long the session will be. These scenes are like scenes of a movie.

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As the GM, this is where you have most of your planning. Fill these scenes with puzzles, Occupant interactions, Combat interactions, and whatever else you want to place as obstacles (much more on how this works later) to the Jacks reaching/ finding their goal. If you are a fan of making Jacks yourself, you can always put Aura's in the dream to help the Jacks on their mission or to fight against the Jacks as a recurring villain for the dream. 

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Once the Jacks achieve what they are looking for they can wake up and then you play out the syndicate giving them 2 experience for completing the mission and 1 experience for each side goal they have completed. They may also get syndicate specific bonuses for their next missions which change depending on the syndicate. 

Let's say the Jacks don't achieve what they aimed to or wake up super early. They still get 1 experience and experience for side goals, but have some sort of downside or disadvantage for the next sessions Mark. You could even have a small backup mission with a completely different mark to try to recover the damage. 

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Finally, you might decide to give a bit of a teaser to the next Mark they need to hijack. 

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