Native Rules
Game Master Guide
Three tools carry almost all of the Game Master's work: Fast Judgment, Named Consequence First, and the Consistency Rule.
Fast Judgment
When a ruling is not obvious, use these six checks in order. Say the ruling and the fact that matters, then continue.
- 1Possible? Can this method physically achieve the goal? If not, explain what is missing and do not roll.
- 2Roll? Is the outcome uncertain, and would failure meaningfully change the situation? If not, it simply happens.
- 3Effect. Start at Standard; use Limited, Great or No Effect only when the fiction clearly requires it.
- 4Risk. Start Low; use Serious for a credible major consequence, Deadly for clearly established severe or potentially irreversible danger.
- 5Consequence. Name one credible consequence that fits the Risk before the roll.
- 6Resolve. Roll once, apply the result once, describe the new situation and continue.
Native Rules, Chapter 10, p. 83. Choose the Skill that matches the player's method as part of the play procedure, not an extra Fast Judgment step.
Say the consequence first
Named Consequence First: the table hears what failure will cost before the dice are thrown. A consequence invented after the roll is a worse consequence.
Players make better decisions when they know the price. Saying the cost first also keeps the Game Master honest: if you cannot name it, the roll probably should not happen.
On 7–9, apply the named consequence without erasing the successful action. Usually choose one consequence, not a chain of punishments. In Personal Combat, an enemy shot needs its own Activation, Reaction, Readied Action or specific rule; a mixed result never grants a free attack.
Keep similar calls consistent
When a materially similar situation returns, start from the previous call. Change Risk or Effect only because a concrete fact changed: position, tools, opposition, scale, preparation, leverage or objective. Say that changed fact aloud.
Choose a consequence that fits the scene
Use the scene lanes first when the type of danger is clear. Deadly consequences require Deadly Risk established before the roll.
Firefight
- Low consequence
- Position revealed; Cover worsens; brief exposure
- Serious consequence
- Wounded; forced from a key position; ally separated
Infiltration
- Low consequence
- Noise; delay; evidence left behind
- Serious consequence
- Alarm; identity exposed; route or group split
Engineering / Fortera
- Low consequence
- Time lost; material spent; brief disturbance
- Serious consequence
- Wounded; system failure spreads; major field escalation
Social pressure
- Low consequence
- Suspicion; delay; minor access lost
- Serious consequence
- Arrest or exposure; leverage lost; major concession
Travel / investigation
- Low consequence
- Time or supplies lost; route worsens
- Serious consequence
- Separation; critical window closes; serious hazard
| Scene | Low consequence | Serious consequence |
|---|---|---|
| Firefight | Position revealed; Cover worsens; brief exposure | Wounded; forced from a key position; ally separated |
| Infiltration | Noise; delay; evidence left behind | Alarm; identity exposed; route or group split |
| Engineering / Fortera | Time lost; material spent; brief disturbance | Wounded; system failure spreads; major field escalation |
| Social pressure | Suspicion; delay; minor access lost | Arrest or exposure; leverage lost; major concession |
| Travel / investigation | Time or supplies lost; route worsens | Separation; critical window closes; serious hazard |
If no lane fits
Use the general menu as a fallback, choosing the consequence that follows from the danger already named.
Harm
- Examples
- Strained, Wounded or Broken when the established Risk supports it
Position
- Examples
- Exposed, driven back, surrounded, trapped, worse Cover, lost footing
Time
- Examples
- Delay, opportunity closing, opposing clock advances
Equipment
- Examples
- Dropped, damaged, jammed, spent, lost or forced out of reach
Exposure
- Examples
- Alarm raised, identity revealed, firing position discovered, evidence left behind
Separation
- Examples
- Ally cut off, route split, formation broken
Opportunity
- Examples
- Target escapes, route closes, enemy gains leverage or a better position
| Type | Examples |
|---|---|
| Harm | Strained, Wounded or Broken when the established Risk supports it |
| Position | Exposed, driven back, surrounded, trapped, worse Cover, lost footing |
| Time | Delay, opportunity closing, opposing clock advances |
| Equipment | Dropped, damaged, jammed, spent, lost or forced out of reach |
| Exposure | Alarm raised, identity revealed, firing position discovered, evidence left behind |
| Separation | Ally cut off, route split, formation broken |
| Opportunity | Target escapes, route closes, enemy gains leverage or a better position |
Source: pp. 85–86. Technical and Fortera dangers appear in their scene lane; social dangers appear under social pressure, exposure and opportunity.
Calibrate danger, not difficulty
Low. Time, secrecy, position, a minor resource or limited physical consequences such as Strained. Searching before a clerk returns, adjusting an inactive mechanism or firing from a protected position that cannot be seriously threatened may fit.
Serious. Wounded, important equipment lost, a split group, arrest, major alarm or a seriously worsening active system. An ordinary firefight, live pressure-line repair or guarded-office infiltration may fit.
Deadly. Immediate Broken Harm, death, catastrophic machinery or Fortera failure, or a critical objective destroyed. Examples include open ground under a prepared volley, a collapsing lift chamber or a Source-scale runaway at close range.
Name the credible immediate consequence first. If two Risk levels still fit, use the lower unless a concrete danger establishes the higher. Between Effect levels, use Standard unless the situation clearly points elsewhere.
Technical difficulty alone does not make Risk Serious. Change Effect, require preparation or use a clock for a layered problem. Make encounters demanding through position, tactical options, objectives, divided attention and credible numbers, not inflated Harm alone.
When not to roll
- If the method cannot achieve the goal, explain what is missing. If it is possible and no meaningful uncertainty or danger remains, let it happen.
- Give routine information that training and Background would provide. Do not roll for routine competence when failure would not matter.
- One fictional fact normally does one mechanical job. Do not count the same advantage as lower Risk, higher Effect and extra protection unless separate rules apply.
- Use a clock for layered or ongoing pressure, not a question one meaningful action could settle. Look up unresolved edge cases after the scene, making the simplest reasonable call openly for now.
Source: pp. 83–88.
Prepare a situation, then follow what changes
Prepare who wants what, the danger, what happens without intervention, and a few people or places to meet. Start a first session with pressure already present and at least one route that does not need combat.
After the session, write three lines: what changed permanently; which person, faction or pressure reacts; and what pressure can reach the characters next. Carry unresolved clocks, Harm, obligations and exposed relationships forward. Begin where one of those pressures becomes actionable.
Source: pp. 83, 88.
Common questions
Two characters want the same thing. One question, one roll. Decide whose action answers it and let the other take a Setup.
The player asks for a Skill that does not fit. Name the Skill the attempt actually uses, or tell them the attempt needs a different approach.
A result landed flat. You probably skipped the consequence. Say it before the next roll and the scene recovers immediately.
The players found an answer you did not plan. Give it to them. The clocks, not the plan, are what keep the pressure honest.
Related setting & tools
- GM HubGMEverything prepared for running Mar de Oro at your table.
- Session Prep BuilderTOOLTurn a session idea into scenes, clocks and handouts.
- First Session GuideGMOpen the campaign without a cold start.
- Quickstart: The San Telmo IncidentGMA short scenario to test your judgement calls, using the 2d6 Bridge.
- Rules FinderRULESSearch by topic and jump straight to the rule that answers it.