Build One Quarry That Teaches the System
Before writing a bestiary, author one Quarry that produces the complete loop. Give it a clear Nature and Domain, then write visible Signs that can draw players into investigation. Add two to four hidden Truths. At least one Truth should create access that the players did not have at the start.
Write two to five Aspects. Each Aspect needs a starting state, an effect that matters now, a clear changesWhen, a changed state, and a changed effect. Mix Aspect natures when the concept supports it. A dragon may have Wings, Territorial Instinct, and Hoard Bond. A ghost may have Manifestation, Anchor, and Memory. A rogue defense network may have Sensor Mesh, Command Authority, and Power Core.
Then write the Quarry's Resolutions. Two is a strong default when the fiction supports alternatives: kill/capture, banish/pacify, destroy/reprogram, cleanse/contain, expose/recruit. Their requirements should point back to Truths and Aspect changes, not arbitrary hit-point thresholds.
Finish with behaviors and phase rules. Phase describes how the Quarry behaves; Hunt Stage describes what the hunters are doing. Write triggers the GM can recognize in the fiction. If maximum Pressure changes the Hunt, define that threshold as a phase rule or consequence. Escalation should change behavior; hidden number inflation is not a substitute.