This is a beginner quest that is designed to be played in 4 hours, but also comes in parts for shorter game sessions. This is both a modular adventure and a character creation substitute. Rather than taking a session-worth of time to just make characters, new players can create a character throughout the course of playing this adventure, gaining all the usual starting stats thematically during gameplay.
It can be easy to think that being a Game Master is too challenging, but it is really quite fun and easy with Arcane Dominion! Many GMs come up with their own style of dungeon, or monster, or puzzle to engage players with, so the most important guide to GMing Arcane Dominion is getting a grasp for the rules. Anything a player wants their character to do can boil down to some form of Training or Combat Maneuver that the Adventurer Edition rulebook gives great advice on. Crafting and more complex rules are coming soon in the Paragon Edition!
Here's the most important part: to balance EXP, encounters, and Skill Check difficulties... use the party's Level! That's it.
Enemy goblins against a Lv3 party of 6? better make sure there are at least 6 goblins to fight, with 6 points in their stats. Attack? +6! HP? 60! EXP yield? 6. You can throw a bit more at your mid level players too, since you know they will have maxing out some of their stats. Need a Skill Check difficulty? 16 is a good average for Level 6. Don't panic if your players are succeeding with stats they've spent time investing in. THEY SHOULD SUCCEED MOST OF THE TIME. Challenge your players in gauntlets of encounters, or social situations that make them think on their feet. Award more EXP for completing quests and roleplaying. Use this game as a building block to imagine your own world of adventure!
Skills in Arcane Dominion are the primary method for players to engage their characters with the world around them. Any time a player is seeking to learn new information, overcome a challenge, or interact with an obstacle or NPC, a Skill is the best stat to roll, usually with a difficulty equal to [10 + the Level of the challenge]. These "Level Checks" are useful for more than just Skills. Players can roll Traits when they lack the appropriate Skills, however the results may be less sophisticated than what Skills can accomplish more specifically. While out-of-Combat, there are no set Turns or time constraints, as time can pass fast or slow as the story needs. It is important as GM to make sure everyone has the chance to describe their character's engagement with the world, and roll to determine their success.
Differentiating that players are "in Combat" is a key signifier so players know to use different resources that are at their disposal. The main difference between being "in Combat" and anything else, is that each player gets to have their own Turn in one Round, which lasts 6 seconds of in-game time. Generally, an Encounter will last for 10 Rounds, or one minute of in-game time. Many Abilities and Effects in Arcane Dominion are balanced to only be useable in these instances of gameplay, because they would otherwise become problematic for storytelling otherwise. Not all combat needs to be deadly, and players may choose if agreed upon to have their damage be non-lethal.
Players may be eager to interrupt your narration or storytelling. This is good engagement and while it is easy to feel frustrated, remember to appreciate their enthusiasm. Politely tell them when you need to finish your thought, then address their ideas before resuming.
While roleplaying is half the value of any TTRPG, rolling dice is the other half. Make sure players are aware of their agency over character progression. Training to roll lots of damage dice is rewarding, as is rolling high on Skill Checks. Make your players roll dice often, and they should succeed in what they're good at.
Min-Maxing and power-gaming are easy to do with Arcane Dominion's Training system, but do not get overwhelmed by players who suddenly power-spike after a Level Up or week of Training. Remember that for every Max, there is a Min, and this game is balanced for teamwork to cover those bases.
Critical Successes from rolling a natural 20 are amazing moments, but so are Critical Failures from a natural 1. Don't be afraid of drastic plot twists when the dice swings in one favor or another. Go with the flow of the rolls and deny the use of Veteran Points if the drama of a failed roll is a more fun result.
Characters in Arcane Dominion Adventure Modules are left gender neutral for the most part, this is because many GMs will default to what they are most comfortable roleplaying. Therefore please feel free to make any character your own and improvise any details you would like to add!
Playing as a team is mission-critical, so if you see arguments and frustration reoccurring due to character incompatibility, it is your duty as Game Master to offer a solution that can keep the game running smoothly with players working together. In general, avoid serious PVP, and stealing from players.
Expensive miniatures, terrain, and dice are nice to have, but not needed to play. You can play for free using the Public Showcase, one set of dice (free online), and some pencils and paper (character sheet available to print online). Use paper tokens to represent enemies; draw grids on paper to use as battle maps.
Most of the time, one person needs to start the dialogue on when to plan the next session. It is hard for the GM to always be responsible for scheduling, so be upfront with your players and tell them that their input and initiative in helping plan sessions helps keep the game running.
To play Arcane Dominion online, we recommend using the website roll20.net.
This website allows for TTRPGs to use an online grid that has many resources to build and customize encounters. Players can use paper character sheets, or use online character sheets, like what can be downloaded form the Resources tab.
Using a communication and streaming app like Discord or Zoom is also recommended, where the GM can share their screen to play the music of their choice.