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GM Tools · 05

Hard choices

One scene per session where both options cost something the players want.

Tap the plate to zoom. From the Mar de Oro GM Tools Booklet.

What it is

A hard choice is not a trap and not a moral quiz. It is a scene where both available answers advance something the party cares about, and both spend something they were saving. The character reveals themselves in the price they are willing to pay.

The Game Master's job is to make sure the two prices are real, visible, and different. If one option is obviously the right answer, it is not a hard choice, it is a test.

One hard choice per session is enough. Two is a lecture. Zero is a session the players will forget by next week.

When to use it

  • Once per session, at or near the objective scene.
  • When a faction move forces the party to declare a loyalty.
  • When a clock is one segment from triggering, the choice is whether to spend to stop it.
  • When a player has been quiet, a hard choice built from their character's stated fear brings them back.

Worked example

Bellmouth line, mid-session
The situation

The foreman will testify against the Justicar, but only if the party extracts his family from San Telmo before the convoy arrives. There is not time to do both.

Option A, Take the testimony

The Justicar falls politically. The foreman's family is taken. The party's reputation with the Heller consul rises; with the plantation workers it collapses.

Option B, Save the family

The family lives. The Justicar keeps her office and now knows the party's faces. The refinery keeps operating on the same terms.

Pairs with

Session objectives
The hard choice usually sits inside the objective scene.
Clocks
The price of a choice is often a clock advance.
Session Prep Builder
Draft the two prices side-by-side before session.
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Clue webs
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Scene spine
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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 GM Tools

This is the Game Master tool area for Tales of Mar de Oro: session preparation aids, pacing and consequence helpers, clocks, and reference generators you can use at the table. The tools themselves are system-neutral utilities, and they sit alongside campaign material 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