Host your first adventure
Try one opening decision, with prompts for what to say next.
You describe the situation, play the other people and explain what choices change. The players decide what their characters do. You do not need to know their solution in advance.
Ask what everyone wants to avoid or soften. Anyone may pause or change a detail. Each character needs an ordinary useful skill and a reason to help. Read the opening, then ask one player what they notice.
Offer the connected places and choices at the current location. Say costs before committing. Use the choice button only after the players agree; the panel updates supplies, events and discoveries. Undo corrects a mistaken click. Evidence remains obtainable without a successful roll.
Open the player presentation in another window. It shows only known places and revealed cards. Ask players to compare, mark or discuss each card using its suggested task. Keep your notes and NPC boundaries in the GM view.
Use an available closure that reflects what the group achieved. A partial result still names a benefit and a cost. Ask what they enjoyed and what remained unclear; export the session record before leaving.
Read the six practical guides · Try a rescue with visible costs
Choose your evening
Try one opening decision, with prompts for what to say next.
Match the time, table roles and starting resources to your group.
Give players something to inspect, compare and record.