---
title: "Your Game Title"
---

# Credits and Legal

> Why here: readers, reviewers and licences all look for this first. Put the version number here so anyone can tell which file they have.

- Game title, version number (for example 0.7 for a playtest, 1.0 for release) and date
- Writing, editing, art, layout and playtester credits
- Licence notice: the exact attribution any open licence you build on asks for, and the licence your own text is under
- Where readers find corrections and contact you

# Introduction

> Why here: a reader decides in the first few pages whether to keep going. Say what the game is before asking them to learn it.

## What This Game Is About

- One paragraph: who the characters are, what they do, and the tone

## What You Need to Play

- Number of players, whether someone runs the game, dice, sheets, and how long a session lasts

## How to Use This Book

- Which chapters players read, which only the person running the game reads, and where the reference pages are

# Playing the Game

> Why here: the core mechanic comes before character creation, because a character's numbers mean nothing until the reader knows what a roll does. Keep this chapter short enough to teach the whole game.

## The Core Mechanic

- When to roll, what to roll, and how to read the result

## How a Session Flows

- Scenes, turns or rounds, and who speaks when

## An Example of Play

- A short scene written out move by move, using only the rules above

# Safety and Table Expectations

> Why here: before characters exist, because these conversations happen at the first session. Players read this chapter too, so it does not belong in the game runner's section alone.

- The safety tools your game recommends, and where to find them
- What to agree on before play: tone, content limits, how often you meet

# Creating a Character

> Why here: right after the core mechanic, while the reader still remembers what each number does. Number the steps.

1. First step
2. Second step
3. Third step

## A Finished Example Character

- One complete character, built step by step from the list above

# Character Options

> Why here: after the steps, because the steps point here. Every option uses the same fields in the same order.

## Option Name

- Summary: one sentence
- Features:
- Starting equipment:

# Rules in Depth

> Why here: once the reader can make a character, this is where they look things up. Earlier chapters point here instead of repeating it.

## Conflict

## Harm and Recovery

## Conditions

## Advancement

## Between Sessions

# Equipment

> Why here: after the rules that equipment changes. Every item uses the same fields.

## Item Name

- Cost:
- Effect:

# Abilities and Magic

> Why here: the longest list in many books, so it goes after everything it depends on. Every entry uses the same fields.

## Ability Name

- Cost or limit:
- Range:
- Duration:
- Effect:

# Running the Game

> Why here: behind the player chapters, so players know where to stop reading.

## The Game Runner's Job

## Preparing a Session

## Making Rulings

## Pacing and Rewards

# Adversaries

> Why here: the runner's main reference list. Every adversary uses the same stat block.

## Adversary Name

- Summary:
- Stats:
- Abilities:
- Tactics:

# Setting

> Optional. Leave this out if your game has no fixed world.

# A Starting Adventure

> Optional, and worth the pages: it shows the rules in use and gives a new group something to play tonight.

# Reference

> Why here: the back of the book is where returning readers look. Nothing here should be the only place a rule is explained.

## Quick Reference

- The core mechanic, the most-used tables and the conditions on one page

## Tables

## Glossary

- Every game term, one sentence each, in alphabetical order

## Index

## Character Sheet

## Version History

- One line per change, with the version and date
