1. GM sets the scene and presents obstacles, giving stances and setting any clocks. The GM asks the players what they want to do.

GM: “The bright moonlight makes it easy to see the thick stone wall and the spear-armed guard looking out of the parapet on top. The wall is well-made and very Resistant, but otherwise looks Inert and climbable. Finn, I know you love blowing things up as an entrance but it’s solid and Substantial so I’d give that at least 2t. The guard is only lightly armored but stands vigilant at his post, making him somewhat Resistant. What do you want to do?”

  1. Each player involved describes their PC’s approach in the fiction, stating how & why they want to take action.

Ryan, player: “I want to distract him so Kaed can sneak past. Is there a barrel or something near him that I can sink an arrow into as a distraction?”

  1. For each player, the GM chooses an approach, action type, and threat level.

GM: ”Better, there’s a weapon stand with a mug sitting on top. That sounds like a Basic Finesse roll. It’s risky because even though you’re hidden, it’s a small target that’s pretty far away, so 1 threat die on this one.”

  1. The player can ask the GM to consider a different approach or action type. The GM should be open, but has the final say.
    The player can also choose a different approach if they didn’t realize how difficult the action would be.

Ryan: ”Wait, I meant my magic shadow arrows, I was hoping to use Guile for this.”

GM: ”Sure, that’s totally fine. Same threat level.”

  1. The player rolls action dice (including bonuses) and threat dice, then announces the result. They can choose to burn momentum after the roll.
    Then they read aloud the outcome on the Action Roll Chart.

Grant: “2d from Guile and 1d from my shadow arrows gives me 3d1t. Rolling… Dang, a messy cut to grim? Screw that, we need to get in there! I’m burning my 6 momentum to get a 6 result, which is good cut to messy instead. The action roll chart says that means I do it but not well, and you get a GM Reaction.”

  1. The GM takes any GM Actions or GM Reactions, then continues or concludes the scene.

GM: ”Awesome, I’m going to tick a clock I have behind the screen here as the GM Reaction.
Your shadow arrow sends the mug flying and absolutely distracts the guard… and makes him jump up and run toward the alarm bell on the other side of the parapet. He’ll ring it after 2 clock ticks of PC action.

Kaed, he’s momentarily Compromised if you want to sneak past, but now you all have another problem to deal with. What do you want to do?”