The fate of Heroes is Doom.
Fronts
What Fronts Are
- Fronts are secret tomes of GM knowledge: collections of linked dangers — threats
to the characters and to the people, places, and things they care about — plus one or
more impending dooms: the horrible things that will happen without player
intervention. ("Fronts," from "fighting on two fronts" — the characters surrounded by
threats, danger, and adventure.) - Built outside of active play — the solo fun between games, cackling evilly as you
craft foes. Tweak during play if inspiration strikes, but the meat comes from prep. - An organizational tool: your notes, ideas, and plans for opposing forces. When in a
bind, your fronts are where you turn and say "Oh, so that's what I should do." - Think in broad strokes first, then narrow as you build dangers in.
- Campaign front: session-to-session trends across the whole game. Adventure
fronts: what's important right here and right now. - Unresolved dangers can move between fronts: promote a small adventure-front danger
that's caught your fancy to the campaign front; bring a campaign danger to bear as an
adventure front.
When to Make Fronts
- After your first session: the campaign front and one or two adventure fronts.
- An incomplete campaign front is fine — unknown parts are opportunities for future
creativity, like blanks on a map. - More adventure fronts than one or two? Leave the extras as notes for now.
Creating Fronts
The steps:
- Choose campaign front or adventure front
- Create 2–3 dangers
- Choose an impending doom for each danger
- Add grim portents (1–3 for an adventure front, 3–5 for the campaign front)
- Write 1–3 stakes questions
- List the general cast of the front
Creating Dangers
- Not everything warrants a danger — traps, roving monsters, ephemera add context but
aren't important enough. Not every bad thing deserves to be one: dangers can always
get worse later. - Every danger has an impulse — the crucial motivation that drives it toward its
impending doom. It helps you understand the danger and translate it into action. - Think about how each danger interacts as a facet of the whole front. Good candidates:
- People and monsters first — cultists, ogre chieftains, demonic overlords,
monster groups (goblin tribes, a centaur khanate). Mere obstacles (like a guardian
golem) are not dangers. - Less obvious elements — blasted landscapes, intelligent magic items, ancient
spells woven into time. - Overarching dangers — godly patrons, hidden conspiracies, cursed prophecies.
- People and monsters first — cultists, ogre chieftains, demonic overlords,
- Limit yourself to 3 dangers at most — leave room for discovery, player
contribution, and future inspiration. - Choose a type for each danger — or peruse the types for inspiration.
Types of Dangers
- Ambitious Organizations
- Planar Forces
- Arcane Enemies
- Hordes
- Cursed Places
The Five Danger Types (with impulses)
Ambitious Organizations
- Misguided Good — to do what is "right" no matter the cost
- Thieves Guild — to take by subterfuge
- Cult — to infest from within
- Religious Organization — to establish and follow doctrine
- Corrupt Government — to maintain the status quo
- Cabal — to absorb those in power, to grow
GM Moves: attack by stealthy means (kidnapping); attack directly; absorb or buy out
someone important; influence a powerful institution; establish a new rule; claim
territory or resources; negotiate a deal; observe a potential foe in great detail.
Planar Forces
- God — to gather worshippers
- Demon Prince — to open the gates of Hell
- Elemental Lord — to tear down creation to its component parts
- Force of Chaos — to destroy all semblance of order
- Choir of Angels — to pass judgement
- Construct of Law — to eliminate perceived disorder
GM Moves: turn an organization (corrupt or infiltrate); give dreams of prophecy;
lay a Curse on a foe; extract a promise in exchange for a boon; attack indirectly
through intermediaries; rarely, when the stars are right, attack directly; foster
rivalries with similar powers; expose someone to a Truth, wanted or otherwise.
Arcane Enemies
- Lord of the Undead — to seek true immortality
- Power-mad Wizard — to seek magical power
- Sentient Artifact — to find a worthy wielder
- Ancient Curse — to ensnare
- Chosen One — to fulfill or resent their destiny
- Dragon — to hoard gold and jewels, to protect the clutch
GM Moves: learn forbidden knowledge; cast a spell over time and space; attack a foe
with magic; spy with a scrying spell; recruit a follower or toady; tempt with promises;
demand a sacrifice.
Hordes
- Wandering Barbarians — to grow strong, to drive their enemies before them
- Humanoid Vermin — to breed, to multiply and consume
- Underground Dwellers — to defend the complex from outsiders
- Plague of the Undead — to spread
GM Moves: assault a bastion of civilization; embrace internal chaos; change
direction suddenly; overwhelm a weaker force; perform a show of dominance; abandon an
old home, find a new one; grow in size by breeding or conquest; appoint a champion;
declare war and act without hesitation or deliberation.
Cursed Places
- Abandoned Tower — to draw in the weak-willed
- Unholy Ground — to spawn evil
- Elemental Vortex — to grow, to tear apart reality
- Dark Portal — to disgorge demons
- Shadowland — to corrupt or consume the living
- Place of Power — to be controlled or tamed
GM Moves: vomit forth a lesser monster; spread to an adjacent place; lure someone
in; grow in intensity or depth; leave a lingering effect on an inhabitant or visitor;
hide something from sight; offer power; dampen magic or increase its effects; confuse
or obfuscate truth or direction; corrupt a natural law.
Description and Cast
- Write a short nutshell description of each danger — not where it's going (grim
portents and the impending doom handle that). Name the people involved and give a
detail or two. Leave space; you'll add to it as you play.
Custom Moves
- If a danger suggests a move no existing one covers, write a custom move — player or GM.
- For player moves: keep your hands off the dice, mind the basic structure — 10+ is a
complete success, 7–9 a partial success; on a miss, something specific, or a move
toward a grim portent. - Example: standing in the Light From Beyond, roll+Wis — 10+ judged worthy, a vision or
boon from the Argent Seraphim; 7–9 under suspicion, a vision of your dark fate; miss,
weighed in the balance and found wanting.
Grim Portents
- Dark designs for what happens if a danger goes unchecked: what if the danger had its
run of the world without the PCs? They codify the danger's plans and machinations. - A single interesting event or a chain of steps. When unsure what to do next, push a
danger toward resolving a grim portent. - Usually a logical order (bad → worse → much worse); sometimes unconnected pathways to
the doom. In complex fronts, cross off or alter portents as dangers come to pass. - Scale varies — portents needn't be world-shaking; a change in direction for a danger
works too. - Treat them as possible moves waiting in the wings — unleash them when the time is right.
- When a portent comes to pass, check it off — and check the ramifications for your
other fronts; one small portent can resound across the campaign. - Advance them descriptively (it happened in play, mark it off) or prescriptively
(as your hard move on a failed roll or golden opportunity — show its effects, then
"What do you do now?").
Impending Doom
- The final toll of the bell at the end of every danger's path. As portents pass, the
doom grows more apparent and present in the world. Give your chosen type a concrete form. - Choose from:
- Tyranny — of the strong over the weak, or the few over the many
- Pestilence — the spread of sickness and disease, the end of wellness
- Destruction — apocalypse, ruin and woe
- Usurpation — the chain of order comes apart, someone rightful is displaced
- Impoverishment — enslavement, the abandonment of goodness and right
- Rampant Chaos — laws of reality, of society, of any order dissolved
- When all of a danger's portents pass, the doom sets in: the danger is resolved, but
the setting has changed meaningfully — and the front at large with it. Let these
effects reverberate through the world. - Dooms often change in play as characters meddle; you can change them later.
Front Structure
- Campaign Front: Cast, Stakes, Custom Moves → per danger: Name, Type, Grim
Portents, Impending Doom (2–3 dangers, 3–5 portents each). - Adventure Front: same structure (2–3 dangers, 1–3 portents each).
Stakes
- 1–3 questions about people (PCs or NPCs), places, or groups you're interested in.
Stakes are how you remind yourself what you want to find out. - Concrete and clear — not vague feelings or incremental changes, but important changes
to the PCs and world. A good stake, once resolved, means things will never be the same. - The most important thing: you find them interesting — genuinely want to know, and
are willing to leave to play. Once written, they're out of your hands: no making it
up anymore. Play to find out. - With stakes written, your front is ready to play.
Resolving a Front
- Adventure fronts often resolve simply: dangers killed, turned to good, or overcome.
The front dissolves — but leftover dangers or surviving members may move to the
campaign front as new dangers. - Campaign fronts resolve in pieces over the campaign's course, not all at once. You
know it's resolved when the Dark God is confronted or the plague claims the world —
heroes victorious or defeated and despairing. Longer to deal with, most satisfying to resolve. - After resolution, review the aftermath: did any grim portents come to pass? Even a
stopped danger may have changed the world. Who moves, gets promoted or reduced? Keep
it in mind for future fronts — a resolved front is an important event. - Resolving an adventure front is a good time to break, look at the campaign front, and
let it inspire the next adventure front.
Multiple Adventure Fronts
- Partly-resolved fronts piling up is fine — it makes the world feel alive and organic.
Fronts advance apace whether the characters see it or not. Think offscreen. - Concurrent fronts can be intertwined or independent — anarchists corrupting the city
inside, orcs massing outside; or one dungeon holding a cursed place's front and the
warring tribes within it. - A situation warrants multiple fronts when there are multiple equally potent impending
dooms, not necessarily related. The fronts deal with each other too — room for the
players to pick sides or turn one front's dangers against another. - Players will prioritize; the neglected front advances slowly, breeding new problems
and new adventures. Three or four fronts gets complex — take care not to get overwhelmed.
Example Front: The Opening of the White Gate
- Concept: an ancient gate buried for aeons in the icy north, opening into a realm
of pure light, guarded by the Argent Seraphim — crafted only to open on Judgement Day
to purge the realm of men. Recently uncovered by the College of Arcanists, who don't
yet understand its power. - Dangers:
- The College of Arcanists (Cabal — to absorb those in power, to grow). Portents:
expedition sent, the Key discovered, the Gate's Power harnessed, the College seizes
control. Doom: Usurpation. - The White Gate (Dark Portal — to disgorge demons). Portents: First Trumpet
sounds, Second Trumpet sounds, the Gate is opened. Doom: Destruction. - The Argent Seraphim (Choir of Angels — to pass judgement). Portents: a Champion
is chosen, an organization of power formed or co-opted, the Herald appears,
Judgement is passed. Doom: Tyranny.
- The College of Arcanists (Cabal — to absorb those in power, to grow). Portents:
- Cast: Oren Balserus, Arcanist Supreme; Hali'el, voice of the Seraphim; Drudge, a
manservant. - Custom Move: stand in the Light From Beyond, roll+Wis — 10+ judged worthy (vision
or boon); 7–9 under suspicion (vision of your dark fate); miss, found wanting. - Stakes: Who will be the Champion? How will Lux respond to the holy light? Will
the College be able to recruit Avon?