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Appendix J: Using Expansions — A Guide for the Overwhelmed GM

Fate's Edge GM Guide — Appendix J

"I bought every expansion. Then I sat at my table with thirty-seven PDFs and a blank look. The players were waiting. The beer was warm. I learned that night: you don't use expansions. You borrow from them." — The Gray Wanderer, from a letter found under a stack of printouts

Core Principles

Every expansion is a toolbox, not a syllabus. You never must use any rule—only what solves your current problem.

Three Questions Before Opening Any PDF:

  1. What problem am I solving? (e.g., "combat feels same-y", "need sea travel").
  2. What is the smallest piece that solves it? (e.g., "Seven Bell Court judging table", "Sea travel timers").
  3. Can I explain it in one minute? If not, choose smaller.

The 10% Rule: Use at most 10% of any expansion per session. The rest is lore, alternatives, or depth—ignore it unless the fiction demands more later.

The Hybrid Method: Core Story + Borrowed Mechanics

Build adventures by taking one core activity (tournament, heist, travel) and borrowing 1–2 mechanics from expansions that fill specific gaps.

Hybrid Recipe:

  1. Pick your core activity (e.g., "a murder mystery in a port city").
  2. Identify one gap in core rules (e.g., "investigation lacks clue variety").
  3. Read first 5–10 pages of 1–2 expansions until you find a usable mechanic (e.g., "Salt Ledger clue types").
  4. Add one cultural hook from lore (e.g., "in this city, sailors never whistle offshore").
  5. Add one talent from player-options (e.g., "give an NPC a talent from Way of the Warrior").
  6. Run the session. Ignore every other rule from the expansions.

Managing Player Expectations

When players ask for expansion content:

Expansion Session Zero (start of arc): Ask players:

  1. "Which expansions have you read?"
  2. "What's one thing you'd love to see from an expansion?"
  3. "What's one thing you absolutely don't want?"

Feature one expansion prominently for 2–3 sessions, then rotate.

Pre-Session Integration Checklist

30–60 minutes before:

During session:

Post-session (5 minutes):

Quick Reference: Expansion Mechanics by Page Count

If short on time, read only these pages:

ExpansionKey Pages to Read
Seven Bell Court (duels/social combat)5–7 (judging table: Form/Spirit/Intent)
Vhasia: The Knave's Regret (honor, investigation)1–3 (opening fiction), 25–27 (talents)
The Amaranthine Sea (sea travel, naval combat)9–11 (travel timers [4–8], Inspection procedure)
Witches of Fate's Edge (threshold magic, curses)i–iv (first principles), 89–91 (Threshold working)
Horror Campaigns (psychological tension, dread)5–6 (Dread Timer), 8–9 (breaking points)
Dragon's Lair (dungeon crawling, ancient lairs)3–5 (lair generator), 21 (dragon moves)
The Salt Ledger (investigation, folk horror)Any single story—use as adventure seed

Magic Adjudication Quick Reference (GM)

Default Magic DV

Effect scopeDV
Cantrip (1 tag)2
Combat spell (2 tags)3
Ritual (small, 3 tags)4
Ritual (large, dangerous tags)5+

Free Casting (TAGS):

DV = 1 + #tags (dangerous tags: +2 instead of +1)

Dangerous tags: Leap, Fold, Gate, Gravity, Create, Summon, Transmute, Animate, Transform, Dominate, Rewind, Resurrect.

Backlash: Spend SB from 1s. Severity by Position:

Rites (Runekeepers & Invokers):

DV = max(ObligationCost − Spirit, Tier: Low=1, Standard=2, High=3)

Obligation overflow: Exceed Capacity (Spirit+Presence) → 1 Fatigue/segment. Exceed 2×Capacity → +1 Harm, Patron intrusion.

Healing Magic:

Summoning:

Cantors (Songs):

Patron Intrusions (Obligation overflow or GM spends 2+ SB):

Common Magic Rulings: