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GM Note

Next Session — Session 0

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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

Before Session 0

  1. Close the Daggerheart Remap far enough that the four Character Menus can be built as sheets.
  2. Promote the menus to the table pages as the character creation options.
  3. OPEN Write the Session Zero questions for the Campaign Frame.

Agenda

  1. Pitch: street-level Night City, 3–5 sessions, levels 3 to 5, no multiclassing.
  2. Each player picks from their menu; the GM matches concept to class and subclass and renames.
  3. The crew's reputation and their fixer — who vouches for them, and why that matters.
  4. OPEN The Traitor: build them together at the table, or keep them a GM NPC.
  5. Connections — who knew the traitor best (the BD Gunslinger is the candidate).

To decide in session

OPEN The no-chrome fixer's condition.

OPEN Whether the Warlock is taken, which switches on the Voodoo Boys and the Blackwall thread.

Safety and tone

OPEN Lines and veils. The frame's register is corporate cruelty at street level: a crew used as fall guys, a teammate killed to tie off a loose end, a city that will take a bounty on anyone.