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The screen For the table

Everything a Narrator needs mid-sentence, on one page, in the order it gets asked for. Built for a phone propped behind a screen. Works with no signal.

Roll

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How hard is it?

Die Difficulty
d4 Easy
d6 Moderate
d8 Challenging
d12 High difficulty
d20 "Impossible"

Both sides roll. Highest wins. A tie means both sides get something — and that happens 1 ÷ the larger die of the time, so it is common at the low end and rare at the high end. The full odds →

The four Canons

When a call is genuinely unclear, these decide it. Jeff's four, shortened for the table.

  1. Finality — the Narrator is the final arbiter.
  2. Fun — seek collaborative and fun solutions.
  3. Consistency — outcomes should be predictable. Even if they aren't predicted.
  4. Universality — whatever a player can do, all players can do. Corollary: whatever the players can do, enemies can do.

The three Skills

Skill Reach for it when
Body (Physical) Strength, senses, fine motor skills, stamina
Mind (Mental) Knowledge, memory, reasoning, aptitude
Soul (Spiritual) Connection: intuition, empathy, persuasion, deception, nature

If a player argues their approach fits a different Skill and the argument is good, it fits. That is the Canon of fun doing its job.

When you are stuck

  • Say what they see, not what it means. Description before interpretation.
  • Ask a player. "What does your character notice first?" costs nothing and buys a minute.
  • Let the dice decide, then narrate backwards. Roll first, explain after.
  • A tie is a gift. It is the one outcome where you get to say yes and.
  • When in doubt, escalate the situation, not the difficulty.

Warm-up questions

Jeff's section. 100 Warmup Questions.md in his notes is already table-ready and belongs here, one at a time, on a tap. It is not published yet, so this is a placeholder rather than an invention — nothing in this section has been written for him.