Start GM stuff
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@ -149,6 +149,15 @@ In order to begin playing you will need the following:
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+ A set of six sided dice(Between 3-6) per player or digital equivalent.
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+ A set of XNO cards per player (Optional but recommended)
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## Safety First
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Autonomous Garden features themes that might make some players feel unsafe,
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which is not fun as many people play games to escape their oppression and
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trauma.
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There are a number of tools that can be used at the table to keep everyone
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feeling safe such as Lines and Vails, and the X-Card that are freely avaible
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online.
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# Chapter One: Setting <a name="setting"></a>
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"Cooperation, not competition, is the very basis of future survival and of
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existing life systems" - Bill Mollison
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72
Rules.md
72
Rules.md
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@ -3,30 +3,6 @@
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When you have to choose between the truth and the legend, choose the legend."
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-John Ford(Misattributed)
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## Safety First
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## Running the Game
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### Bending and Breaking Rules
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#### Improvising
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### Running Action Tests <a name="runningActionTests"></a>
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#### Running Combat
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+ Environment and cover stuff
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### GM Assistants
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+ Extra paper and pencil
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+ NPC cards
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+ Setting card
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+ GM Screen
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+ Miniatures
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+ list of unused NPC names
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+ Plot tracker
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## Session 0
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Before a game starts, even before characters are made, it's important to go
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over a few things, just so that everyone is on the same page. The GM should
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@ -102,11 +78,21 @@ present.
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### Game Balance
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+ PC resources
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+ Antagonists reources
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+ Antagonists resources
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#### Pacing
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#### Improvising
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The nature of collective story telling is that someone will ad something that
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the GM didn't plan for and the GM will need to create something on the fly.
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This might be a background for a one off NPC that the players took a liking to,
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a route to an objective that makes sense and the character is equipped to
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handle, or the PCs breaking the sequence of the plot in some unexpected way.
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This should be expected and the GM is going to have to come up with something
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when it does.
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### Plotting a Campaign
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#### The Pilot Adventure
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@ -203,6 +189,42 @@ nausia or healing, they may hear a humming sound seamingly from nowhere. Video
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and images in and around the circle may have artifacts in them and batteries of
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electronic devices may drain instantly.
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## Running the Game
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### Bending and Breaking Rules
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Part of being the GM is knowing when a rule should be followed or not.
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Sometimes a character will do something that could require a test, if it adds
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nothing to the story than it should be ignored. If the scene begins after the
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players break into a facility there is no need to make the players roll to get
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in as it adds nothing and if they fail the test the scene that they want to get
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to is delayed or doesn't even happen at all. If a character is casually doing
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drugs there is no reason to have the player roll to resist it that will only
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interrupt role play.
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### Spotlight
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The GM as director needs to ensure that all players are given equal opportunity
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to play their character and contribute. If one character is given the spotlight
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it can make them feel like they're the main character and everyone else is a
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background character which is not what ttrpgs are about.
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### Running Action Tests <a name="runningActionTests"></a>
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Inexperienced GMs often put little to no narrative weight behind action tests
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#### Running Combat
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+ Environment and cover stuff
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### GM Assistants
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+ Extra paper and pencil
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+ NPC cards
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+ Setting card
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+ GM Screen
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+ Miniatures
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+ list of unused NPC names
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+ Plot tracker
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# Chapter Six: NPCs <a name="NPCs"></a>
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NPCs populate the word of **Autonomus Garden**, they could be antagonists or
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allies. Like in other forms of storytelling, characters can be broken down into
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