Running the Game
This section is for whoever is running the table. Everything here assumes you’ve read the core rules; it doesn’t repeat them.
Two things make running Epochrypha different from running most d100 games.
You are handed a currency on roughly half of all rolls. Whenever the difference between score and roll ends in an even digit, you get a Toll, whatever else happened on that die. You don’t decide when pressure arrives — the dice do. Your job is deciding what to spend it on and when.
Magnitude does the work that a ruling would otherwise do. When a player succeeds by a magnitude of six rather than one, the rules have already told you how emphatically it worked. Most of the time you’re describing a number that already exists rather than inventing a verdict.
What’s in this section
Section titled “What’s in this section”| Page | Answers |
|---|---|
| Spending Toll | What can I actually do with it, and how much should I be holding? |
| Adversaries | How do I build opposition, and what does it need on its sheet? |
| Rulings | What does magnitude mean when no rule covers this? |
| Pacing | Countdowns, downtime, and when to let advancement land |
What isn’t here
Section titled “What isn’t here”Anything world-specific lives in your Epoch — what your players’ power source wants from them, what money looks like, how deadly a spear is. This section covers the parts that are true at every table regardless of where you’re playing.