Appendix D: Campaign Management

Fate's Edge GM Guide — Appendix D

Campaign Timer Examples

Asset and Follower Condition

Three different things decay in this game, along three different ladders. Keep them apart.

Assets
Flourishing → Stable → Strained → Collapsed. Missing upkeep costs one step. A Strained Asset's Free Use is unreliable; a Collapsed one gives nothing until rebuilt.
Followers
Faithful → Strained → Broken. This is Loyalty, not condition — a neglected Follower is not damaged, they are reconsidering. A Broken one leaves, or worse, is hired.
Equipment and Wonders
Maintained → Neglected → Compromised (SRD 6.7). A Neglected weapon is −1 die; a Compromised one is barely usable, and a Compromised Wonder's enchantment is inert.

See the Followers and Assets chapter for the full rules on the first two.

Faction Loyalty Scale (Optional)

Track faction standing on a simple −3 to +3 scale.

−3 Enemy
Actively works against the party.
0 Neutral
Indifferent.
+3 Ally
Will sacrifice for the party.

Adjust by ±1 after major interactions (saving or betraying the faction).

Campaign Pacing (Arc Structure)

  1. Introduction (1–2 sessions): Establish stakes, hook the players.
  2. Development (2–4 sessions): Complications multiply, alliances form.
  3. Climax (1–2 sessions): Major confrontation, critical choices.
  4. Resolution (1 session): Consequences land, new status quo established.