Game Master Reference

Rules

Procedures for running the living world, spending Dread and Fortune, advancing threats, and supporting every class in play.

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Luckily for you, the GM has two jobs:

  1. Keep the world around the players living and breathing.
  2. When what a player does collides with a Move, ask them to roll it.

That’s most of the job.

What You Don’t Need

You do not need battle maps, carefully balanced encounters, elaborate monster stat blocks, scripted stories, or pages of preparation.

Seriously. Don’t prep. Take notes.

NPCs and enemies do not need to be built like player characters. Know who they are, what they want, and roughly what they can do. Give them the few numbers you actually need when they become relevant.

What You Do Need

Have a general understanding of the Basic Moves, the core rules, and the GM rules. Know how to make a simple NPC on the fly.

That’s enough.

You do not need to memorize the entire game. When something comes up that you don’t remember, look it up.

How Do I Start?

Start with the characters already doing something.

Maybe they’re relaxing in a tavern after a hard day’s work. Maybe they’re riding home after a successful job. Maybe someone is already throwing a punch.

They don’t even need to be together.

Days of Gold does not require the party to constantly move as one group. Your job is to keep the world interesting. The players decide where their lives go from there.

Don’t begin with a story you need them to follow.

Instead, ask yourself:

Why are we watching these characters right now?

What is happening in their lives or in the world that makes this particular period worth playing?

You don’t need the answer to become a campaign plot. You just need something worth putting on screen.

What Happens Next?

Look at the characters’ Current Wants.

If someone hasn’t written one, ask them:

What does your character want right now?

A lot of the time, the answer is probably going to be gold. That’s fine. Gold is useful.

If nobody knows what they want to pursue, have someone Get the Lay of the Land. One of the questions they can ask is:

What useful opportunity is here?

Give them something worth following and help them find the first thread.

From there, follow what they choose.

How Do I Keep Things Interesting?

Pay attention to moments when the game starts losing momentum.

A player seems lost. Nobody knows what to do next. Someone hasn’t had much to engage with. Things have become a little too comfortable.

That’s when the world moves.

  • A woman comes screaming down the road because there’s been a murder.
  • A ruthless captain arrives looking for soldiers to deal with a monster.
  • A desperate noble offers a fortune to anyone willing to rescue his daughter.
  • A merchant recognizes the Rogue from an old job.
  • A priest discovers something troubling at a nearby shrine.

You are not giving the players their next quest. You are giving the world something interesting to do.

They can ignore it.

That matters.

Don’t drag them toward the thing you invented. Put opportunities, problems, people, and dangers in front of them and let them decide what matters.

Players will usually follow a good breadcrumb when they actually want what’s at the end of it.

When Should I Reward the Players?

Often.

Don’t become stingy because you’re worried the players will get too much.

If the Rogue steals from an unattended purse and there’s no meaningful danger or uncertainty, they steal it. Give them some gold.

If they’re trying to steal the captain’s purse while he’s wearing it, now there’s danger. That sounds like Face Danger.

The characters have plenty of things worth spending gold on. Let them earn it.

Rewards don’t always have to be money either. Give them useful information, connections, opportunities, equipment, favors, property, reputation, or anything else that naturally follows from what they accomplished.

If something is easy and the fiction says they can do it, let them do it.

What Else Is There?

That’s mostly it.

Read the rules for Dread, Fortune, Basic Moves, and the other GM tools, then let the fiction carry the game.

Days of Gold is intentionally lightweight.

A few principles will take you a long way:

  • Be a fan of the players.
  • Let characters be good at what their class says they are good at. Don’t constantly look for ways to deny their Signatures or Perks.
  • Don’t call for a roll when there is no meaningful uncertainty or consequence.
  • Put interesting things in the world, but don’t decide how the players must respond to them.
  • Reward characters for pursuing what they want.
  • Play to find out what happens.

That last one is important.

Don’t write the encounter before the players get there. Don’t decide how the story ends. Don’t build three hours of material that requires the players to make one particular decision.

Listen to what they do.

Decide how the world responds.

Then find out what happens next.

That’s GMing Days of Gold.

Dread & Fortune

The GM holds two resources: Dread and Fortune. Each ranges from 0 to 10 and carries between sessions until spent. Any gain beyond 10 is lost.

When a player’s roll resolves as a 6−, the GM gains 1 Dread, unless a specific rule changes this. Count only the final result kept after any permitted reroll, adjustment, or replacement; a discarded 6− generates no Dread. Resolve the move’s written result normally. A 6− does not grant a free GM Move.

A GM Move requires spending Dread or Fortune. You may make one whenever it fits the fiction, whether or not a player has just rolled. Describing the world, portraying NPCs, and resolving consequences already established by the fiction or a move do not require a GM Move or a resource spend.

Each class lists a Fortune trigger. Gain +1 additional Fortune for each other PC who meaningfully contributes to accomplishing that trigger, whether fictionally or mechanically. Multiple class triggers can award Fortune from the same sequence of events.

Spend Dread or Fortune

At any time, choose Dread or Fortune, spend 1 to 3 points, and roll 2d6 + points spent. The points are spent before the roll. One roll produces one GM Move.

10+
Major Move: a large, decisive turn.
7–9
Moderate Move: a serious but contained turn.
6−
Light Move: a smaller turn that still changes the situation.

GM Moves

One roll produces one GM Move.

Dread Moves

Light
A few lesser enemies appear; someone is slowed, separated, exposed, or disarmed; a minor resource is damaged or lost.
Moderate
Reinforcements approach; an enemy gains +1 Harm for its current or next attack; an enemy produces an area attack or dangerous new ability; a serious complication appears.
Major
An ambush is sprung; the current or next attack gains up to +2 Harm; a major threat enters the scene; followers suffer catastrophic losses; something important is captured, destroyed, exposed, or taken.

Fortune Moves

Light
A useful opening appears; a minor helper arrives; gain +1 Harm or Armor for an exchange.
Moderate
Meaningful reinforcements arrive; gain +1 Harm or Armor for a conflict; an escape route or enemy weakness appears.
Major
Powerful allies arrive; a major threat is compromised; a crucial resource appears; the situation turns sharply in the characters' favor.

Living Threats

When a new threat emerges, name it and give it 3 Wants. These describe what it seeks, protects, consumes, creates, or causes. Each threat has Pressure ranging from 0 to 5.

Living Threat Examples

The Red Fen Goblins

Wants: Gold, Power, Numbers

Pressure: ○ ○ ○ ○ ○

Increase Pressure:

  • +1 at the end of each session.
  • +1 if the characters interfere with the goblins.
  • +1 if the characters enter goblin territory.

At 5 Pressure, the goblins make an appearance and pursue one of their Wants, robbing a caravan for gold or holding a meeting somewhere dark. You can also show the threat acting somewhere the characters are not. Describe a dark meeting between two goblin tribes, where one betrays the other, kills their chieftain, and absorbs their members.

The Brewing Storm

Wants: Destruction, Resources, Death

Pressure: ○ ○ ○ ○ ○

Increase Pressure:

  • +1 at the end of each session.
  • +1 when significant time passes in the affected region.
  • +1 when the fiction suggests the weather is worsening.

At 5, the storm meaningfully enters play. Maybe flooding starts, a ship wrecks, lightning destroys something, or people need shelter.

Black Mist Orcs

Wants: Strength, Prosperity, Numbers

Pressure: ○ ○ ○ ○ ○

Increase Pressure:

  • +1 each session they remain active in the region.
  • +1 when the characters interact with them.
  • +1 when something threatens their prosperity or people.

At 5, they act. Maybe they demand access to a mine, seek an alliance, recruit soldiers, start trading, or attack somebody standing in their way.

At the Start of Each Session

  • Lord: Discard unspent House Account and refresh it to its full amount. Resolve any Household Guard replacement due this session.
  • Wizard: Reduce your Spell Exhaustion by 1, to a minimum of 0, and reset your spellcasting attempt count. If you have Studied Spell, choose which known spell it affects. If you have an Apprentice, choose the 2 spells they know this session. If your Familiar died, beginning this session you may return to your Arcane Sanctuary or a similar workshop to gain a new one.
  • Druid: Per-session Grove Gifts refresh. If your Animal Companion died, beginning this session you may return to your Grove to gain a new one.
  • Rogue: Roll three times for Ready Contacts, or four with Deep Network. If a Contact died, beginning this session you may return to the Den to meet their replacement.
  • Priest: Roll +Presence for the Faithful. If you have The Clergy, replace 1 slain clergyman.
  • GM: Dread and Fortune carry over between sessions; do not reset them.
  • Business owners: If you own more than 3 income-producing businesses, resolve Business Management for the businesses beyond your 3 core businesses.
  • Functioning income-producing businesses pay the income determined for them this session.
  • Ask where every PC is, what they are doing, and what they want right now. The Knight and Warrior need no generated assignment; their Oaths and victories begin when their choices make them relevant.

At the End of Each Session: Review Loyalty

Review followers whose pay, treatment, or demands mattered this session. Usually raise or lower Loyalty by 1 when there is a clear reason; leave it unchanged when there is not. Exceptional generosity, mistreatment, or betrayal may justify a larger change. Show the reason through the follower’s behavior.

Keep Loyalty between −3 and +3. Account for changes already made during play; do not apply the same cause twice. Resolve any immediate change written by Test Loyalty or another rule when it happens.

Regional Knowledge

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Use the character's class knowledge and the place or route to determine when it applies. A hired guide can provide the additional Journey option through their knowledge of the route.

NPCs and Creatures

Most NPCs need only a name, desire, one or two tags, Wounds, Harm, Armor, and any special thing they can do.

An NPC's Wounds rating is the number of Wounds they can take before they are defeated. In lethal violence that usually means death; the fiction can instead make the result surrender, capture, flight, or another clear defeat when that makes more sense.

NPCWoundsArmorHarmNotes
Commoner1–201–2Flees serious violence unless trapped or devoted.
Bandit / goblin raider2–30–12–3Dirty tactics and ambush.
Guard313Disciplined and armed.
Veteran41–23Trained; squad Quality +1.
Knight / elite soldier523–4Disciplined and dangerous.
Ogre / great beast5–614Large, terrifying, and strong.
Major monster6+1–24–6Give it 2–4 unique moves or weaknesses.

NPC Tags

Useful tags: loyal, greedy, frightened, proud, devout, corrupt, cruel, honorable, desperate, curious, indebted, ambitious, secretive, territorial, hungry, superstitious, reckless, disciplined.

Monsters Need Weaknesses

A monster becomes interesting when characters can learn something that changes how it is confronted. Give important creatures at least one weakness, prohibition, habit, vulnerable material, ritual, terrain problem, hunger, or social fact. This gives Wizards, Druids, Priests, Rogues, Lords, and observant characters ways to matter without simply attacking.

If a Lord Is in Play

Put the Household on screen as power. House Account refreshes, guards obey routine orders, employees do their work, and owned property changes what is possible. Do not demand a roll for ordinary wealth or authority.

People may want what the Lord owns, but no built-in recurring antagonist is required. Pressure property only when someone in the living world has a concrete reason, telegraph serious threats, and let ownership be useful more often than it is punished. Travel changes message time and which retainer is in a scene; it never switches the class off.

The House Account cannot be used to hire or pay the ongoing wages of armed followers, mercenaries, Guards, Veteran Guards, or other combat hirelings that could form or contribute to a battalion.

When House Account pays another PC for noncombat work, treat the payment as real patronage. Give purchased objects and services their full fictional value.

If a Knight Is in Play

Do not feed the Knight a queue of helpless strangers. Let quests arise from the shared world and the Knight's own interests. When the Knight and GM agree a substantial quest or duty becomes an Oath, write down its completion condition.

An Oath should not stretch forever to delay its reward. When completed, grant the ordinary quest outcome and Oath Reward immediately. If abandoned, the Knight loses 1 Reputation with the group most directly affected by the broken promise.

Oathmaster allows 2 active Oaths, resolved separately. For each completed Oath, the Knight chooses 2 different Oath Rewards instead of 1.

You can award the Knight before the full completion of their Oath if it stretches too long. If the Oath was to slay nearby goblins, but it is brewing into something more serious, perhaps when they report back to the quest giver they receive their Oath Reward anyway. They can still earn another Oath Reward when the goblins are fully dealt with.

If a Warrior Is in Play

Let the Warrior dominate ordinary violence. Do not secretly inflate every guard to keep fights even. Tension comes from numbers, terrain, divided objectives, collateral danger, and foes that are honestly exceptional.

Recognize Worthy and Legendary Victories as soon as their stakes are clear. Renown is earned from what the Warrior chooses to fight; it does not require a session-opening challenge delivery service.

Let the Warrior pick the fights; do not drag fights to them all the time. If you want to poke the bear, have someone eye them wrong or nudge them in the wrong way. Do not force it. The Warrior will find their violence.

If a Wizard Is in Play

When the Wizard proposes a spell, settle its intended effect before naming requirements. Most spells use 1 to 5 requirements. Requirements should be proportional and playable: money, time, knowledge, a person, a place, a rare thing, an accepted limitation, or a dangerous test. For magic beyond the normal scope of the fiction, you may deny the idea or require more than 5 requirements or substantially harder requirements. Never change the promised effect after the requirements are met.

Known spells always use Cast a Spell. They do not have recurring component accounting unless the spell itself says so. Spell Exhaustion is the pressure on repeated casting; do not impose a separate universal casting limit.

The Arcane Sanctuary should be exactly that: a sanctuary from magic. Do not have people scry or spy on the Wizard there, at least not magically. It is not a fortress like the Lord's home, at least not at first, but against magic it always prevails.

A spell may decisively solve an immediate problem. It should not permanently erase another class's continuing relationship or institution.

If a Druid Is in Play

Treat Beast Speech as real communication and the Grove as real sanctuary. Let animal companions, shapeshifting, Wilderwise, and other Druid abilities materially change wilderness play. Do not announce a compulsory environmental emergency just to give the Druid something to do.

When the Druid changes the living world, show nature responding through behavior, growth, weather, paths, creatures, or relationships. The Grove is deliberately portable and should never leash the Druid to a location.

The nature around them should recognize them as an ally. Have birds land on their shoulder; a frightened dog may calm in their presence without a roll.

If a Rogue Is in Play

Contacts are competent hired specialists. State what they can do, how long it takes, and extraordinary costs before the Rogue commits. Do not add a roll after payment merely to make the Contact look unreliable.

When the Rogue asks a Contact about available work, let that Contact point toward appropriate opportunities when they plausibly know of one. The Rogue may accept, refuse, negotiate, or recruit other PCs as usual.

Contacts are masters of their positions. When you hire an assassin to take someone out, they will likely do it unless the target is highly protected. Even if they fictionally fail, have them return to the Rogue with a useful update. Perhaps they could not take out the target, but they provide useful information they discovered.

If a Priest Is in Play

The Faithful are socially real wherever the Priest calls upon them. Do not turn them into a predictable civilian fighting unit or let the Priest hand-pick who appears. At the start of the session, roll +Presence to establish which chosen Blessings are in Surplus and which Wants are active. Let those results visibly shape the community around the Priest.

Use The Faithful Answer to determine the caliber of believers who answer consequential decrees, then portray those people according to the fiction. Routine support does not require a roll, and the Faithful do not Test Loyalty. The Priest's divine perks do exactly what they say and require no spendable resource. Do not dilute an unmistakable divine act merely to preserve a conventional power curve.

The Faithful are exactly that: faithful to the Priest and the chosen way of worship. Have them act even when not called upon. If someone threatens a Priest and a Faithful armed or trained person is nearby, have them intervene on behalf of the Priest. The Faithful should feel useful even when not commanded or called upon, and they should feel terrifyingly devoted to their faith.

Build Opportunities

A useful situation has several handles so different classes can care for different reasons. None is an assigned class mission. Example: a noble wedding, guild election, and week-long market fair fill the city at the same time.

  • Warrior: An undefeated visiting champion offers a public bout with a 300 gp purse.
  • Knight: An apprentice falsely accused of theft asks for protection; the Knight decides whether that promise becomes an Oath.
  • Wizard: A glassworker has rare mirror glass useful for a spell the Wizard wants to invent, but wants arcane help instead of only coin.
  • Lord: Several bidders want a warehouse the Lord intends to buy, and the guild election will decide who receives favorable terms.
  • Rogue: The Master Forger knows a client offering 400 gp to replace a sealed marriage agreement before it is read aloud.
  • Druid: Exotic animals brought for the fair can describe their handlers, routes, and fears; dye runoff is also killing fish in the canal.
  • Priest: Both families want the Priest to officiate while an active Following Want makes the public vows politically charged.

Each character can pursue their own life without leaving town. Their choices may overlap, collide, or remain separate, and the situation keeps moving either way.

Rewarding Gold

OpportunityTypical Gold per Player
Small local task50–150 gp
Dangerous paid job300–600 gp
Major expedition or bounty700–1,500 gp
Rare treasure haul1,000–3,000 gp
Major hoard, estate, ransom, political payout3,000–10,000+ gp

Use these as starting calibration values and adjust for danger, rarity, and the local economy. A Class Perk costs 2,000 gp on purpose, so several successful jobs or one major score can fund a meaningful new ability.

GM Agenda

  • Portray a hungry, living fantasy world.
  • Make every class's way of life matter.
  • Make gold valuable without making every problem purchasable.
  • Make danger honest; combat should frighten people without martial training.
  • Let NPCs want things and remember what the characters do.
  • Create opportunities that different characters can pursue for their own reasons.
  • Let consequences continue when characters ignore them.
  • Be a fan of ambitious characters without protecting them from their choices.

GM Principles

  • Ask what each character wants, then put real opportunities in reach.
  • Cut between characters aggressively. A Lord can be negotiating while a Warrior is in a ruin and a Druid is three days away.
  • Let each character pursue their own motives, and let those motives overlap naturally when the world gives them reasons to.
  • Use each class's toys as reliable sources of action, not mandatory assignments. Ask what the player wants to do with a Household, Oath, Renown, Spellbook, Grove, Contacts, or Following, then make the world answer honestly.
  • Say the price before the roll when possible. Players should know what they are risking.
  • Give mundane things mundane prices and let ordinary objects stay ordinary.
  • When a player spends serious gold, let it change the world.
  • Give every class scenes where its promised playstyle matters. Violence should reward the people built for violence; ownership, Oaths, magic, the living world, access, and divine authority should matter just as strongly elsewhere.

Overlapping Lives

A week-long market fair fills the city. No one announces a quest. The Lord refreshes a 250 gp House Account and plans to buy a warehouse. The Knight is already escorting an accused apprentice to a hearing and decides the promise is serious enough to become an Oath. The Warrior enters a 300 gp public bout. The Wizard wants to invent a spell that reads vows hidden in sealed documents. The Druid is using the Grove as lodging while bargaining with exotic animals brought for the fair. The Rogue rolls three Ready Contacts and asks the Master Forger about available work. The Priest rolls +Presence for the Faithful and gets Mixed Fortunes: Informed is in Surplus, bringing news about exploited workers, while Judgment becomes active.

The Lord pays the Warrior 100 gp from personal Gold to provide visible security after the bout, hires a scribe for 10 gp per session from House Account, and pays 10 gp per session for each additional Guard from personal Gold. The Master Forger knows a client offering 400 gp to replace a sealed marriage agreement; the Rogue takes the job and recruits the Wizard for 75 gp. The Wizard says what the vow-reading spell should do; the GM requires rare mirror glass, a copy of the original oath formula, and a night of work in the Arcane Sanctuary. The Knight investigates the apprentice's accuser while carrying out the Oath.

The Druid learns from caged river birds that dye runoff is killing fish. Helping is the Druid's choice, not an assigned nature mission; meaningful preservation gives the GM Fortune. The Priest issues a decree for the Faithful to gather testimony and shelter workers, then rolls The Faithful Answer to see who answers. Their public pressure makes the Lord's warehouse negotiation politically useful.

The GM cuts whenever a decision lands. By the time the threads collide, everyone has already spent half the session playing their own class. Nobody had to leave town. Gold changed hands, a Contact created shared work, an Oath raised the stakes of an existing promise, the Arcane Sanctuary made new magic, and followers, property, Renown, and the Grove all mattered because players chose to use them.

That is the intended shape of play: class toys first, independent choices, overlapping interests, and a world that keeps moving.