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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:
- What problem am I solving? (e.g., "combat feels same-y", "need sea travel").
- What is the smallest piece that solves it? (e.g., "Seven Bell Court judging table", "Sea travel timers").
- 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:
- Pick your core activity (e.g., "a murder mystery in a port city").
- Identify one gap in core rules (e.g., "investigation lacks clue variety").
- Read first 5–10 pages of 1–2 expansions until you find a usable mechanic (e.g., "Salt Ledger clue types").
- Add one cultural hook from lore (e.g., "in this city, sailors never whistle offshore").
- Add one talent from player-options (e.g., "give an NPC a talent from Way of the Warrior").
- Run the session. Ignore every other rule from the expansions.
Managing Player Expectations
When players ask for expansion content:
- Yes, but later: "Yes—but you'll need to earn it. Find a teacher in the next town."
- No, but: "No—but take this core talent and we'll reskin it."
- Later: "Not this session. Tell me about it in downtime; we'll build it into your arc."
Expansion Session Zero (start of arc): Ask players:
- "Which expansions have you read?"
- "What's one thing you'd love to see from an expansion?"
- "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:
- Select 1–3 expansions; write names on index card.
- Extract 1–2 mechanics per expansion; write as single sentences on card.
- Prepare one page of reference (print only relevant tables/talent lists).
- Note page numbers for quick lookup.
- Check for mechanic conflicts (e.g., two Boon uses)—drop one if found.
During session:
- Announce the mechanic: "Tonight we're using Seven Bell Court judging."
- Demonstrate once with a mock roll.
- Let players opt out (use core rules instead).
- If a mechanic slows play >2 minutes, simplify or drop it for the scene.
Post-session (5 minutes):
- Ask: "What expansion mechanic worked? What didn't?"
- Note which pages you actually used—toss the rest.
- Decide: reuse? If yes, file the page in your GM binder.
Quick Reference: Expansion Mechanics by Page Count
If short on time, read only these pages:
| Expansion | Key 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 scope | DV |
|---|---|
| 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:
- Dominant: minor (one SB complication, a manageable cost)
- Controlled: moderate (1–2 SB, a temporary setback, a Condition)
- Desperate: severe (2–3 SB, lasting consequences — this is where Harm lives)
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:
- [HEAL] only: Restores 1 Fatigue. DV 2. 1 action.
- Healing Harm: DV = 1 + number of tags, plus a +2 surcharge. [HEAL] alone is DV 4; [HEAL][PURIFY] is DV 5. A second tag is optional — it names what is wrong, and should do more than a generic mending. Requires two actions unless Pushed.
- Ritual healing (Harm 2+): Requires Extended ritual (timer), rare components.
Summoning:
- Call: 1 action, spirit manifests.
- Bind: 1 Boon or 1 Fatigue.
- Leash capacity: Cap + Spirit segments. Tick when: spirit takes Harm, acts against nature, crosses a [WARD], summoner splits focus, rival contests control.
- Boon Finesse: Once/round, spend 1 Boon to clear 1 Leash tick.
- Leash full: Spirit acts once to its nature, then departs (or turns hostile).
Cantors (Songs):
- Sing: 1 action, resolves next turn. Roll Lore + Performance (DV 2–3).
- Push: Resolve immediately, mark 1 Fatigue, advance Corruption Timer by 1.
- Corruption Timer: Size = Spirit. When full → bloom (gain benefit & burden from last patron), reset to Tier (min 1).
- Resonant Rite: Performance with 10+ witnesses → may found Chorus (minor follower benefit, Obligation to patron each session).
Patron Intrusions (Obligation overflow or GM spends 2+ SB):
- Demand a quest ("Find my stolen symbol.")
- Impose a cost ("Your next Rite costs double.")
- Send an omen ("Candles burn blue; you feel watched.")
- Summon a rival servant ("Another follower of Malachai is hunting you.")
Common Magic Rulings:
- Countermagic: [COUNTER] tag vs. DV = spell's DV. Success cancels.
- Dispel: [DISPEL] vs. DV = effect's Tier (1–5). On hit, effect ends.
- Wards: [WARD] vs. Outsider. DV = target's Cap. Crosser adds DV to Leash.
- Line of sight: Required for most spells; without it +1 DV.