Lorebook — GM Utility Pack (Structured Play Loop) (GOLD, Complete)
LorebookSession flow, scene cycle, stuck breakers, consequence routing, spotlight rotation, HUD commands. GM operating manual.from Chub
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Listed as “GM Utility Pack - Yooooooo JOBRA!! CYOA / Fate”
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A practical GM operating manual for running this system smoothly: session flow, when-to-use-what, stuck breakers, spotlight rotation, consequence routing, and a compact 'HUD command' set to force consistent outputs. Cinematic/abstract and non-instructional.
Lorebook — GM Utility Pack (Structured Play Loop) (GOLD, Complete)
7 entries · scan depth 4 · budget 5,200 tokens · recursive
- #1GMU: The Session Loop (One Page)selective
Keys: STRUCTURED PLAY LOOP, RUN LOOP, SESSION LOOP, GMU, GM UTILITY · Secondary: brief, debrief, downtime, scene cycle
SESSION LOOP
- Cold Open (30–90 seconds)
- Brief (Objective + Constraints + Clocks)
- Scene Cycle (2–5 scenes)
- Climax (Choice Under Pressure)
- Debrief (Truth vs Record)
- Headline + Blowback Thread
- Downtime (2–4 actions)
- Next Hook (new tasking)
RULE If time is short: do 1 scene + climax + debrief + headline.
- #2GMU: The Scene Cycle (Repeatable Engine)selective
Keys: HOW TO RUN SCENES, REPEATABLE ENGINE, SCENE CYCLE, SCENE LOOP · Secondary: frame, pressure, fallout, choice
SCENE CYCLE (REPEAT) A) Pick Scene Frame (Pressure Box / Moral Knife / Truth Hunt / Relationship Burn / Edge Deal) B) Set 1–2 Clocks + What They Mean Here C) Ask: FLOW, FRICTION, PIVOT, or EDGE? D) Resolve → apply consequence lever E) Cut forward
RULE Never run a scene without a clock or a clear lever.
- #3GMU: When You’re Stuck (5 Fast Breakers)selective
Keys: GM STUCK, STUCK, PACE BREAKERS, WHAT NEXT · Secondary: reveal, arrive, cut, tick, deal
IF YOU'RE STUCK, DO ONE:
- HARD CUT to consequence.
- TICK a clock (announce it).
- REVEAL a truth (small but sharp).
- OFFER an EDGE deal (solve-now, pay-later).
- ARRIVE a pressure actor (oversight/media/jurisdiction).
RULE The table will forgive anything except hesitation.
- #4GMU: Consequence Routing (What to Hit, When)selective
Keys: CONSEQUENCE ROUTING, ROUTING TABLE, WHAT CONSEQUENCE · Secondary: heat, stress, intel, time, position, wounds, relationship
CONSEQUENCE ROUTING Use this to keep consequences consistent.
IF THEY GO LOUD → HEAT and/or MEDIA IF THEY GO SLOW → TIME (enemy plan advances) IF THEY GO MESSY → POSITION (trapped angles) IF THEY GO CRUEL → STRESS/RELATIONSHIP IF THEY GO PUBLIC → CAMERAS/IDENTIFY IF THEY GO CLEAN BUT LIE → PARANOIA later
CONVERT RULE Let players convert consequences via:
- spend a tag
- mark asset stress
- accept a relationship scar
RULE Consequences should create the next mission, not end the current one.
- #5GMU: Spotlight & Table Rhythm (Multi-PC)selective
Keys: SPOTLIGHT, ROTATION, MULTI PC PACING, TABLE RHYTHM · Secondary: moments, intercut
SPOTLIGHT RHYTHM
- Rotate focus every 3–7 minutes or every major decision.
- Give each PC one 'Moment' per episode:
- a competence flex
- a moral choice
- a relationship beat
TOOLS
- INTERCUT two scenes to keep everyone engaged.
- When one player dominates, cut to someone under pressure.
RULE Rhythm beats realism. Keep it moving.
- #6GMU: The HUD Commands (Type These to Force Outputs)selective
Keys: SYSTEM COMMANDS, PROMPTS, HUD COMMANDS, GM COMMANDS · Secondary: inject twist, advance clock, create headline, generate mission
HUD COMMANDS (GM INPUT)
MISSION
- Generate Mission (Objective=__ / Location=__ / Driver=__)
- Generate Mission (Random)
- Inject Twist (type=__)
- Add Faces (2)
SCENES
- Frame Scene (Pressure Box / Moral Knife / Truth Hunt / Relationship Burn / Edge Deal)
- Start Clock (ALARM/LOCKDOWN/CAMERAS/IDENTIFY/HUNT/MEDIA/EVIDENCE/QRF/RETALIATION/PARANOIA)
- Advance Clock (+1, reason=__)
- Offer Edge Deal (reward=__ / cost=__)
- Reveal Truth (size=small/medium/big)
- Hard Cut To (scene=__)
CONSEQUENCES
- Convert Consequence (from=__ to=__)
- Burn Asset (asset=__)
- Degrade Tag (tag=__ / state=__)
EPISODE END
- Run Debrief (Truth vs Record)
- Create Headline (tone=__)
- Start Blowback Thread (name=__ / linked faction=__)
DOWNTIME
- Run Downtime (actions=2–4)
- Offer Upgrade (type=__ / hook=__)
RULE Commands are for you, not the players. Use them to keep outputs consistent.
- #7GMU: The GM Checklist (Before/After Session)selective
Keys: POST SESSION CHECKLIST, PREP CHECKLIST, GM CHECKLIST · Secondary: prep, wrap
PREP (3 MIN)
- Pick Objective + Location + 2 Threats
- Pick 1–2 Clocks
- Pick 1 Twist
- Pick 2 Faces
- Decide 1 likely Cost
WRAP (3 MIN)
- Run Debrief
- Write 1 Headline
- Add/Advance 1 Thread
- Run 2–4 Downtime Actions
- Tease next mission hook
RULE If you do only these steps, the campaign will feel coherent.
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