Home›Behind the Blackwall›Campaign State — pre-Session 0

GM Note

Campaign State — pre-Session 0

▮▮
Behind the Blackwall — GM material. Spoilers and prep. Crew of Kill Fee, jack out now.

SET decided · SOURCE verified in the campaign summary · YOURS GM invention · OPEN undecided · NOTE caution

1. The situation

SET Nothing has happened yet. The campaign opens with the hit already out — Session 1, Framed. Everything before that (the empty vault, the recording, the traitor's death, the spliced BD, the release) is backstory the crew uncovers; see The Plot.

2. The crew

OPEN Four confirmed players, each with a hope and a menu — Character Menus. No characters built yet; building waits on the Daggerheart Remap.

OPEN The fifth player.

OPEN The Traitor — player-made at Session 0, or GM-introduced.

3. Who is moving

GM view of the factions and their plot roles: Factions. Where the trail runs: Locations.

4. The bounty

NOTE "Kill fee's gone up." Track the bounty here once it exists; it climbs each session.

5. Open questions

  • ☐ The breakthrough — three options on The Plot.
  • ☐ The fifth player: concept unknown.
  • ☐ The traitor: created by the players in Session 0, or a GM-introduced NPC?
  • ☐ The no-chrome condition: a known medical issue, or rarer and more personal?
  • ☐ The finale: public exposure of the truth, or a quiet deal that lifts the hit while the world never learns what happened?
  • ☐ Session count: 3 or 5.