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AppendixGM Only

Running the Campaign at the Table

The fastest way to run Mar de Oro is to know who moves next.

This appendix turns the setting into a table tool. Use it when you have ten minutes before play, when the crew leaves your preparation behind, or when a political scene needs consequences sharper than another fight.

GM principle

Every session should change one of three things: who controls information, who controls access, or who controls the source. If none of those changes, advance a faction clock.

The one-page Run Tonight sheet

FieldWrite one clear answer before play
Visible problemWhat job, summons, disaster, rumor, or obligation brings the characters into motion?
Hidden pressureWhich faction wants the scene to go wrong, and why does it need deniability?
Deeper dangerWhat source chamber, Éterlumin supply, legal secret, religious classification, or buried history sits beneath the visible problem?
First revealWhat can the players learn in the first thirty minutes that changes the shape of the mission?
First choiceWhich meaningful choice appears before combat becomes the easy answer?
If ignoredWhat happens if the characters leave, delay, or follow the safest official instruction?
Clock to reviewWhich credible off-screen action meets an established faction-clock trigger? Hold progress if none does; session end alone requires no tick.

Session prep that survives player freedom

Prepare pressure, not plot. A good Mar de Oro session can move through diplomacy, harbor work, ship action, faith, crime, and source-chamber dread without feeling random because every scene answers the same question: who gains control if the crew does nothing?

StepWhat to prepareAt the table
1. Name the weatherHeat, rain, fog, wind, or dead calm.Weather changes firearms, signals, travel, morale, and witness reliability.
2. Name the public authorityGovernor, harbor master, priest, captain, judge, factor, or military officer.Let the players know who can punish them openly.
3. Name the quiet authoritySpy cell, company house, guild, smuggler crew, family network, or Church office.Let the players discover who can punish them privately.
4. Name the useful witnessWorker, clerk, sailor, cook, novice, pilot, guard, child, or prisoner.Protecting the witness should cost something.
5. Name the wrong moveViolence, delay, public accusation, opening a valve, trusting the document, or ignoring the poor.Make the consequence visible before it lands.

End-of-session faction turn

QuestionResult
Which faction gained the most from what the players did?Advance that faction one clock segment and give it a visible new advantage.
Which faction was hurt most?Give it a desperate move, a public accusation, a quiet retaliation, or a bad alliance.
What useful truth did the players leave unattended?Move that truth into another person's hands.
Who now knows the characters matter?Add a watcher, invitation, warrant, debt, favor, or threat.

Canula Prime relationship web

NodeWantsFearsFirst move when pressured
Emilio ResaTime, access to the chamber, and proof that he was right.Being made the only culprit for a system others funded.Offers technical truth in exchange for protection.
Governor of CanulaOrder, revenue, and a clean report to the crown.A scandal that proves the port is not under control.Frames the crisis as local negligence.
Valdegracian crown agentsContainment, jurisdiction, and ownership of evidence.Albion or Heller learning what the chamber can do.Seize documents under emergency authority.
Albion Bureau cellLeverage, blackmail, and technical fragments.Open war before the advantage is secured.Approaches a crew member through a false ally.
Solarian Church officesClassification authority and moral control of the narrative.A source event that cannot be explained theologically.Orders quarantine, inquiry, and silence.
Heller representativesTruth, survival, and advantage without becoming Valdegracia's scapegoat.A public rupture that makes all autonomy suspect.Protects witnesses and steals proof quietly.
Workers and local familiesSafety, wages owed, missing kin found, and no more experiments.Being erased from the official story.Bring testimony, sabotage equipment, or riot.

Law, arrests, trials, and official pressure

Mar de Oro consequences should often arrive as paper, seals, witnesses, blocked docks, and polite threats. Use the law when combat would make the world smaller.

StagePressureWhat it looks likeHow to answer it
0RumorNames circulate in taverns, chapel yards, and factor houses.Ask who is spreading it and who profits.
1Customs inspectionCargo delayed, papers checked, powder counted, crew questioned.Bribe, argue law, distract, forge, or accept delay.
2Official warningA clerk delivers a sealed notice and pretends it is routine.Comply openly while investigating privately.
3Witness removalA useful person is reassigned, arrested, bribed, or killed.Protect the next witness before asking questions.
4WarrantThe crew is accused of theft, heresy, smuggling, riot, murder, or sabotage.Find jurisdictional conflict and make powers compete.
5Ship seizureThe harbor master blocks departure or impounds supplies.Negotiate bond, break blockade, or force a public hearing.
6Church inquiryThe event becomes a matter of doctrine, corruption, or contamination.Answer with testimony, ritual standing, or political cover.
7Diplomatic incidentFlags move, captains take sides, and a private mistake becomes state policy.Choose which faction pays the public cost.

Legal rule

A lawful order can still be false, corrupt, or suicidal. Let players respect the law without needing to trust the person holding the seal.

Rewards beyond coin

Coin matters, but the strongest rewards in Mar de Oro are permission, reputation, leverage, and access. Give players things that change what they can attempt next.

RewardWhat it givesHow it is earnedComplication
Letter of passageMove through a port, checkpoint, or patrol without delay.Save an official, solve a problem quietly, or accept a favor.The issuing authority can later deny it.
Safe harborA place to repair, hide witnesses, and rest.Protect locals or help a factor house.Enemies learn where the crew sleeps.
Faction favorOne serious intervention or introduction.Advance a faction goal without public exposure.The faction expects repayment at the worst time.
Crew loyaltyMorale, better labor, and fewer desertions.Pay honestly, share risk, protect the wounded.A loyal crew asks harder moral questions.
Éterlumin accessGas, regulators, pressure gauges, or refit priority.Secure a source, convoy, ledger, or technician.Access creates surveillance and debt.
Legal immunityTemporary protection from arrest or seizure.Expose a larger crime or serve a higher authority.It protects only against one jurisdiction.
Blackmail materialPower over an NPC or institution.Find ledgers, letters, false seals, or hidden cargo.Using it makes permanent enemies.
Specialist helpEngineer, pilot, surgeon, translator, priest, marine, or spy.Earn trust, pay cost, or rescue the person.Specialists have loyalties of their own.
Ship upgradeBetter signals, reinforced vents, faster repairs, hidden storage, or improved guns.Spend treasure and obtain rare parts.Every upgrade creates a maintenance problem.

Reward rule

When a scene ends, pay out at least one of these: information, access, protection, loyalty, leverage, or a material resource. If the only reward is money, the setting is doing less work than it could.

Homeland, faith, and class pressure

Use formation as pressure, not as a cage. A character may reject their origin, but other people still read the accent, clothes, manners, name, profession, and companions.

FormationTable pressure
ValdegracianAuthority expects obedience, proper address, and respect for sealed procedure. A breach of decorum can be treated as evidence of guilt.
AlbionitePolite understatement hides intelligence work, naval pride, and a habit of keeping a second set of orders.
HelleriteCompetence matters more than pedigree. Promises are tested by action, and loyalty must hold under risk.
StroomdijkerContracts, credit, insurance, cargo ownership, and ledger evidence shape every negotiation.
Colonial BornThey know the port beneath the flags. They can cross social borders, but every side may doubt their loyalty.
Faith pressureUse it when...
SolarianA scene involves legitimacy, burial, rite, heresy, quarantine, corruption, or who may interpret an event.
Luminary FellowshipA scene involves conscience, printed argument, reform, direct reading, dissent, or moral refusal.
OracleanA scene involves communal discernment, symbol, sacrament, silence, exile, or careful interpretation of signs.
Class pressureAccess and suspicion
Noble or officerDoors open, but servants watch closely and rivals assume entitlement.
Merchant or factorMoney speaks, but every favor becomes an account.
Clerical or scholarlyArchives open, but doctrine and reputation follow every question.
Laboring, sailor, soldier, servantBack rooms open, but official rooms close unless force, patronage, or proof changes the terms.
Quick Reference for the GMSystem Guides and Conversion Notes

For the Game Master's eyes

Tales of Mar de Oro · Game Master's Guide · Johnny Crown · 7202 Post Sundering

Restricted · For the Game Master

Mar de Oro Game Master Area

This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.

Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.

Spoiler-free GM resources you can open without entering: Mar de Oro GM Tables and new Game Master onboarding.

Return to player material

7202 Post Sundering · Johnny Crown