GAME MASTER'S GUIDE

Complete guide to running Mega Man X: Rogue Mission campaigns

1. INTRODUCTION TO GMING

As Game Master, you are the stage designer, enemy controller, narrator, and storyteller of the Maverick Hunt.

ESSENTIAL TOOLS:
  • Rulebook & Bestiary
  • Dice set (d4, d6, d8, d10, d12, d20)
  • 7×7 grid map
  • Room tiles/cards
  • Enemy tokens/miniatures
  • Player character sheets

YOUR ROLE AS GM:

As Game Master, you are:

  • Stage Designer: Creating the 7×7 grid layouts
  • Enemy Controller: Running all hostile forces
  • Narrator: Describing the world and events
  • Judge: Interpreting rules and dice results
  • Storyteller: Advancing the Maverick Hunt plot

ESSENTIAL TOOLS (Extended):

  1. Rulebook & Bestiary
  2. Dice set (d4, d6, d8, d10, d12, d20)
  3. 7×7 grid map (physical or digital)
  4. Room tiles/cards
  5. Enemy tokens/miniatures
  6. Player character sheets
  7. GM screen (optional but helpful)
  8. Session notes/planner

BEFORE FIRST SESSION:

✓ Read core rules thoroughly
✓ Prepare 1-2 Maverick stages
✓ Print character sheets for X/Zero
✓ Set up your physical/digital table
✓ Have extra dice for players
✓ Prepare introductory story hook

GM PHILOSOPHY FOR MEGA MAN X:

  • Keep combat fast and tactical
  • Emphasize player choice in stage order
  • Reward clever use of Maverick weapons
  • Create dramatic boss battles
  • Maintain the "one more try" feeling of the games

2. SESSION STRUCTURE & FLOW

STANDARD SESSION (3-4 HOURS):

  1. Introduction (10-15 min): Recap, mission briefing, stage context
  2. Exploration Phase (60-90 min): 7×7 grid navigation, room encounters
  3. Boss Battle (45-60 min): Maverick fight with phases
  4. Downtime (15-20 min): Level up, shop, story progression

STANDARD SESSION (3-4 HOURS) - Detailed:

Part 1: Introduction (10-15 min)
- Recap previous session
- Present mission briefing
- Set stage context and theme

Part 2: Exploration Phase (60-90 min)
- Players navigate 7×7 grid
- Room-by-room encounters
- Treasure/upgrade discovery
- Checkpoint activation

Part 3: Boss Battle (45-60 min)
- Maverick introduction
- Multi-phase combat
- Weakness exploitation
- Victory rewards

Part 4: Downtime (15-20 min)
- Level up if earned
- Shop/upgrade purchases
- Story progression
- Next mission planning

CAMPAIGN ARC STRUCTURE:

Arc 1: Maverick Hunt (Sessions 1-8)
- Session 1: Introduction + First Maverick
- Sessions 2-7: 6 Mavericks (player choice)
- Session 8: Final Maverick + Hadouken unlock

Arc 2: Sigma's Fortress (Sessions 9-11)
- Session 9: Velgaurder (Stage 1)
- Session 10: Sigma w/ Saber (Stage 2)
- Session 11: Digital Sigma (Stage 3)

Arc 3: New Game+ (Optional)
- Increased difficulty
- Secret bosses
- Ultimate challenges

SESSION CHECKLIST:

BEFORE SESSION:
[ ] Stage map prepared
[ ] Enemy stats ready
[ ] Special events planned
[ ] Rewards determined
[ ] Story notes updated

DURING SESSION:
[ ] Track player resources
[ ] Monitor enemy HP
[ ] Record key decisions
[ ] Note XP earned
[ ] Track time remaining

AFTER SESSION:
[ ] Award XP and level ups
[ ] Distribute loot
[ ] Update campaign log
[ ] Gather player feedback
[ ] Plan next session

3. STAGE GENERATION SYSTEM

7×7 GRID PROCEDURE:

Step 1: Start Room (Column 1, Row 4) → "S"
Step 2: Boss Room (Random in Columns 6-7) → "B"
Step 3: Main Path (5-9 rooms connecting S to B)
Step 4: Special Rooms (Place in empty spaces):
- 1 Capsule Room (C): Dr. Light upgrade
- 2 Checkpoint Rooms (K): Activate both nodes to unlock Boss Room
- 3-6 Enemy Rooms (E): Combat
- 2-4 Treasure Rooms (T): Items
- 1 Miniboss Room (M): Strong enemy + Gold Hyperchip
- 1 Recovery Room (R): Full HP/ENG restore
Step 5: Fill remaining with Empty (.) or Enemy (E)

7×7 GRID GENERATION PROCEDURE (Detailed):

Step 1: Start Room
- Place at column 1, row 4 (center left)
- Mark as "S" - Safe zone

Step 2: Boss Room
- Roll d6 for column: 5-6 (columns 6 or 7)
- Roll d6 for row: 1-6 (avoid edges)
- Mark as "B" - Boss chamber

Step 3: Main Path
- Draw path from Start to Boss
- Minimum 5 rooms, maximum 9 rooms
- Can be straight, zigzag, or L-shaped

Step 4: Special Rooms (Place in empty spaces)
- 1 Capsule Room (C): Dr. Light capsule
- 2 Checkpoint Rooms (K): Save points
- 3-6 Enemy Rooms (E): Combat encounters
- 2-4 Treasure Rooms (T): Items/rewards
- 1 Miniboss Room (M): Strong enemy + Gold Hyperchip chance
- 1 Recovery Room (R): Full HP/ENG restore

Step 5: Fill Remaining Spaces
- Empty Rooms (.): 40% of remaining
- Enemy Rooms (E): 40% of remaining
- Hazard Rooms (H): 20% of remaining

ROOM TYPE KEY:

S = Start (safe)
. = Empty (nothing)
E = Enemy (combat encounter)
B = Boss (Maverick)
C = Capsule (upgrade)
T = Treasure (item)
M = Miniboss (strong enemy)
R = Recovery (healing)
K = Checkpoint (save)
H = Hazard (environmental danger)

EXAMPLE STAGE GENERATION:

Roll: Boss at (6,3)
Main Path: S-(2,4)-(3,4)-(4,4)-(5,4)-(6,4)-(6,3)
Special Rooms:
- C at (2,2)
- K at (3,6) and (5,2)
- M at (4,6)
- R at (6,6)
Fill: 4 E rooms, 3 T rooms, 2 H rooms

ADVANCED ROOM EFFECTS:

Empty Room Variations (roll d6):

  1. Hidden passage (connects to another room)
  2. Environmental storytelling
  3. Minor treasure (1d6 Zenny)
  4. Hint about boss weakness
  5. Broken machinery (flavor)
  6. Nothing

Treasure Room Contents (roll d6):

  1. Med Chip x2
  2. Energy Tank x1
  3. 50-100 Zenny
  4. Random uncommon item
  5. Upgrade material
  6. Special weapon chip

Hazard Room Effects (roll d6):

  1. Lava floor (3 damage per turn)
  2. Electrical field (stun chance)
  3. Strong winds (movement -1)
  4. Poison gas (1 damage per turn)
  5. Ice floor (1-in-3 chance to slip)
  6. Spikes (2 damage when entered)

4. COMBAT ENCOUNTER DESIGN

ENCOUNTER BALANCE FORMULA (for 3 Players):

Difficulty Total Enemy HP Total Enemy ATK Recommended For
Easy ≤ 30 ≤ 12 Level 1-2
Medium 31-50 13-20 Level 3-4
Hard 51-80 21-30 Level 5-7
Extreme 81+ 31+ Level 8+
PARTY SIZE ADJUSTMENT:
1 Player: ×0.5 | 2 Players: ×0.75 | 3 Players: ×1.0 | 4 Players: ×1.25

ENEMY COMPOSITION GUIDELINES:

Small Room (2 enemies max):

  • 2 Standard enemies, or
  • 1 Standard + 1 Support, or
  • 1 Strong enemy

Medium Room (4 enemies max):

  • 3 Standard + 1 Support, or
  • 2 Strong + 2 Standard, or
  • 1 Miniboss + 2 Standard

Large Room (8 enemies max):

  • Mix of types, include hazards
  • Consider action economy
  • Add environmental factors

ENEMY ROLES IN COMBAT:

  • Frontline (40% of encounter): High HP/DEF, Engage players directly (Examples: Hard Mets, Shield Guard)
  • Damage Dealers (30% of encounter): High ATK, Ranged or melee specialists (Examples: Fire Mets, Laser Turret)
  • Support (20% of encounter): Healers/buffers, Status effect appliers (Examples: Sigma Guardian, Venom Plant)
  • Controllers (10% of encounter): Movement restriction, Environmental manipulation (Examples: Bubble Blower, Wind Rider)

ENCOUNTER TERRAIN IDEAS:

Industrial Stage:

  • Conveyor belts (move characters)
  • Crates (cover, +2 DEF)
  • Steam vents (damage when standing on)
  • Control panels (can be hacked)

Natural Stage:

  • Water (aquatic bonuses)
  • Cliffs (ranged advantage)
  • Dense foliage (cover, stealth)
  • Unstable ground (collapse chance)

High-Tech Stage:

  • Force fields (block movement)
  • Teleport pads
  • Energy conduits (explode when hit)
  • Hologram projectors (create illusions)

COMBAT PACING TIPS:

  • Keep turns under 60 seconds each
  • Pre-roll enemy initiatives
  • Use status effect tokens
  • Have damage formulas ready
  • Use a visible initiative tracker
  • Set a timer for decision-making

5. BOSS BATTLE DESIGN

MAVERICK BOSS TEMPLATE:

HP: 30 + (5 × Player Average Level)
ATK: 12 + (2 × Player Average Level)
DEF: 8 + (1 × Player Average Level)
SPD: 10 + (1 × Player Average Level)
EXP: 100 + (25 × Level)

MAVERICK BOSS TEMPLATE (Extended):

HP: 30 + (5 × Player Average Level)
ATK: 12 + (2 × Player Average Level)
DEF: 8 + (1 × Player Average Level)
SPD: 10 + (1 × Player Average Level)

Special Ability: Every 3 turns
Weakness Weapon: +5 damage
Resistance: -5 damage from opposite element
EXP: 100 + (25 × Level)

BOSS PHASE STRUCTURE:

  1. Phase 1 (100%-75%): Standard pattern, 1 special, may summon
  2. Phase 2 (74%-50%): More aggressive, 2 specials, environmental changes
  3. Phase 3 (49%-25%): Desperate attacks, 3 specials, arena hazards
  4. Phase 4 (24%-0%): Final stand, ultimate attack, weakness exposed

PHASE STRUCTURE (Detailed):

Phase 1 (100%-75% HP):
- Standard attack pattern
- 1 special ability
- Summon minions if appropriate

Phase 2 (74%-50% HP):
- More aggressive
- 2 special abilities
- Environmental changes
- Minion reinforcements

Phase 3 (49%-25% HP):
- Desperate attacks
- 3 special abilities
- Arena hazards activate
- Boss gains enrage (+2 ATK)

Phase 4 (24%-0% HP):
- Final stand
- Ultimate attack
- Weakness exposed
- Dramatic finish opportunity

BOSS ARENA DESIGN:

Standard Arena (5×5 grid):

  • Center: Boss starting position
  • Corners: Player starting positions
  • Edges: Environmental features
  • Cover: 2-4 pieces of destructible cover

Interactive Elements:

  • Destructible platforms
  • Moving hazards
  • Power-ups that spawn
  • Stage-specific mechanics

Example: Chill Penguin Arena

  • Ice floor (1-in-3 slip chance)
  • Icicles fall from ceiling (2 damage)
  • Frozen pillars (can be shattered for cover)
  • Snow piles (slow movement)

BOSS AI PATTERNS:

  • Aggressive Pattern (Storm Eagle): Always attacks nearest player, Uses area attacks when grouped, Pursues low HP targets, Rarely defends
  • Defensive Pattern (Armored Armadillo): Defends every other turn, Attacks when players close, Uses cover effectively, Counter-attacks when hit
  • Tactical Pattern (Boomer Kuwanger): Teleports to advantageous positions, Separates party members, Focuses on support players, Uses hit-and-run tactics
  • Unpredictable Pattern (Spark Mandrill): Random target selection, Varies attack types, Changes behavior each phase, Uses environment unpredictably

CLIMACTIC BOSS MOMENTS:

  1. Introduction Cutscene: Describe boss entrance, Establish personality, Hint at weakness
  2. Phase Transition: Environmental change, New attack patterns, Dramatic dialogue
  3. Final Blow: Player describes finishing move, Boss defeat animation, Aftermath scene
  4. Reward Sequence: Weapon acquisition scene, XP/Loot distribution, Story progression

6. REWARD & PROGRESSION BALANCE

XP AWARD GUIDELINES (Per Session):

  • Completion: 50 XP
  • Per combat encounter: 10-20 XP
  • Per miniboss: 30-40 XP
  • Per boss: 100 XP
  • Bonus objectives: 10-25 XP

Target: 150-200 XP per session (Level up every 2-3 sessions)

ENEMY XP VALUES:

  • Common Enemy: 10 + (Level × 2)
  • Uncommon Enemy: 15 + (Level × 3)
  • Rare Enemy: 20 + (Level × 4)
  • Miniboss: 50 + (Level × 10)
  • Boss: 100 + (Level × 25)

LOOT DISTRIBUTION (Per Session):

3-5 Med Chips
1-2 Energy Tanks
1 Sub-Tank
200-500💰 Zenny
1-2 upgrade materials
20% chance for rare item

Treasure Room Rewards (roll d6):

  1. Common items (Med Chip x2, 50 Zenny)
  2. Common items (Med Chip x2, 50 Zenny)
  3. Uncommon items (Energy Tank, Sub-Tank)
  4. Uncommon items (Energy Tank, Sub-Tank)
  5. Rare item (Large Sub-Tank, Attack Booster)
  6. Special (Upgrade material, unique item)

GOLD HYPERCHIP ACQUISITION:

  • Minibosses: 1-in-5 chance (d6 roll ≤ 2)
  • Hidden rooms: 1-in-10 chance
  • Bonus objectives: Guaranteed if completed
  • Sigma Fortress: 1 guaranteed per stage

Total per campaign: 8-12 available

Required for Gold Armor: 4

UPGRADE PROGRESSION TIMELINE:

  • Level 1-3: Basic upgrades available
  • Level 4-6: Intermediate upgrades
  • Level 7-9: Advanced upgrades
  • Level 10+: Ultimate upgrades
  • Post-game: Gold Armor requirements

SHOP PRICING GUIDE:

  • Med Chip: 20 Zenny
  • Energy Tank: 50 Zenny
  • Sub-Tank: 100 Zenny
  • Large Sub-Tank: 200 Zenny
  • Attack Booster: 150 Zenny
  • Defense Booster: 150 Zenny
  • Upgrade Material: 300 Zenny
  • Special Weapons: 500+ Zenny

Expected Zenny per session: 300-600

7. DIFFICULTY SCALING

Level Enemy Stats Healing Items Boss Specials Checkpoints
Easy ×0.8 +50% Every 3 turns Restore HP/ENG
Normal ×1.0 Standard Every 3 turns Save only
Hard ×1.2 -25% Every 2 turns Save only
Expert ×1.5 -50% Every turn No healing

DIFFICULTY LEVELS (Detailed):

Easy (New Players):

  • Enemy HP ×0.8
  • Enemy ATK ×0.8
  • +50% healing items
  • Bosses have 3 phases instead of 4
  • Checkpoints restore HP/ENG

Normal (Standard):

  • As written in rules
  • Balanced challenge
  • Recommended for experienced RPG players

Hard (Veterans):

  • Enemy HP ×1.2
  • Enemy ATK ×1.2
  • -25% healing items
  • Bosses use specials every 2 turns
  • Checkpoints only save progress

Expert (Masters):

  • Enemy HP ×1.5
  • Enemy ATK ×1.5
  • -50% healing items
  • Bosses use specials every turn
  • No checkpoint healing
  • Limited continues

DYNAMIC DIFFICULTY ADJUSTMENT:

If players are struggling:

  • Reduce enemy HP by 10%
  • Add extra healing items to next room
  • Provide hint about boss weakness
  • Allow retry without XP penalty

If players are dominating:

  • Add 1-2 extra enemies to encounters
  • Increase boss HP by 15%
  • Reduce item drops
  • Add environmental hazards

PARTY SIZE BALANCING:

  • 1 Player (Solo Run): Enemy count ×0.5, Extra healing items, Boss HP ×0.75, Allow NPC support option
  • 2 Players (Duo): Enemy count ×0.75, Standard balance, Consider complementary characters
  • 3 Players (Standard Party): Rules as written, Balanced for most groups
  • 4 Players (Full Team): Enemy count ×1.25, Boss HP ×1.25, More area attacks from enemies, Consider action economy

PLAYER LEVEL PROGRESSION:

Expected Level by Session:

  • Session 1: Level 2
  • Session 3: Level 3-4
  • Session 6: Level 5-6
  • Session 8: Level 7-8
  • Session 11: Level 9-10
  • Post-game: Level 11+

Adjust encounters if players are:

  • Under-leveled: Reduce enemy ATK by 1 per level difference
  • Over-leveled: Add +1 enemy or +10% HP per level difference

8. NARRATIVE & STORYTELLING

CAMPAIGN OVERVIEW:

  1. Prologue: Maverick Uprising, Sigma's virus spreads
  2. Act 1 (Sessions 1-8): The Eight Mavericks
  3. Act 2 (Sessions 9-11): Sigma's Fortress
  4. Epilogue: Aftermath, sequel hooks

CAMPAIGN OVERVIEW (Detailed):

Prologue: Maverick Uprising
- Sigma's virus spreads
- Reploids turn violent
- X and Zero activated
- First mission briefing

Act 1: The Eight Mavericks
- Each has unique motivation
- Connected to Sigma's plan
- Players choose order
- Uncover larger conspiracy

Act 2: Sigma's Gambit
- Fortress assault
- True villain revealed
- Ultimate weapon threat
- Final confrontation

Epilogue: Aftermath
- World saved
- Hunter legacy
- Sequel hooks
- Character resolutions

MAVERICK PERSONALITIES:

  • Chill Penguin: Arrogant, cold, calculating
  • Spark Mandrill: Volatile, impulsive, powerful
  • Armored Armadillo: Stoic, defensive, honorable
  • Launch Octopus: Deceptive, fluid, adaptable
  • Boomer Kuwanger: Precise, patient, deadly
  • Sting Chameleon: Stealthy, venomous, cunning
  • Storm Eagle: Noble, aerial, strategic
  • Flame Mammoth: Brash, destructive, overwhelming

CHARACTER VOICES:

  • X: Idealistic, determined, compassionate
  • Zero: Confident, focused, mysterious
  • Sigma: Charismatic, manipulative, grandiose
  • Dr. Cain: Wise, concerned, fatherly
  • Mavericks: Each with distinct personality

STORY BEATS PER SESSION:

Opening:

  • Mission briefing from Dr. Cain
  • Stage context
  • Maverick introduction
  • Player motivations

Mid-Session:

  • Environmental storytelling
  • Data log discoveries
  • Foreshadowing
  • Character moments

Pre-Boss:

  • Maverick dialogue
  • Final challenge setup
  • Weakness hint
  • Dramatic tension

Post-Boss:

  • Defeat scene
  • Weapon acquisition
  • Story revelation
  • Next target tease

ENDING SCENES:

Victory:

  • Boss defeated
  • Area secured
  • Return to base
  • Briefing for next mission

Defeat (Continue):

  • Hunter down
  • Emergency revive
  • Loss penalty (XP/items)
  • Retry opportunity

Campaign End:

  • Sigma defeated
  • World saved
  • Character resolutions
  • Epilogue scene

DIALOGUE TECHNIQUES:

Boss Introductions:

  • Memorable one-liner
  • Reveal motivation
  • Challenge players
  • Establish personality

Data Logs (Environmental Story):

  • Scientist notes
  • Security logs
  • Personal journals
  • Historical records

Radio Communications:

  • Dr. Cain updates
  • Distress signals
  • Intel discoveries
  • Plot advancements

9. PLAYER MANAGEMENT

PLAYER ARCHETYPES:

  • The Tactician: Likes strategy, planning, puzzles
  • The Power Gamer: Focuses on optimization, big numbers
  • The Storyteller: Cares about narrative, character moments
  • The Explorer: Wants to see everything, loves secrets

PLAYER ARCHETYPES (Detailed):

  • The Tactician: Likes strategic combat, Plans moves carefully, Enjoys puzzle-solving, Support with complex encounters
  • The Power Gamer: Focuses on optimization, Loves big numbers, Seeks powerful upgrades, Provide challenging combat
  • The Storyteller: Cares about narrative, Engages with NPCs, Creates character backstory, Include roleplaying opportunities
  • The Explorer: Wants to see everything, Checks all rooms, Loves secrets, Hide optional content

CHARACTER CREATION GUIDE:

Step 1: Choose Hunter

  • X: Balanced, ranged, weapon collection
  • Zero: Melee, combos, high damage
  • Custom (optional): Use X template with different weapon focus

Step 2: Explain Core Mechanics

  • HP/ENG management
  • Action economy
  • Weakness system
  • Charge/Combo mechanics

Step 3: Set Expectations

  • Tactical combat
  • Resource management
  • Exploration rewards
  • Death/continue system

Step 4: Character Bonds

  • X and Zero's partnership
  • Hunter team dynamics
  • Personal motivations
  • Roleplaying opportunities

SESSION ZERO CHECKLIST:

[ ] Rules explanation
[ ] Character creation
[ ] Campaign premise
[ ] Safety tools discussed
[ ] Scheduling established
[ ] Playstyle preferences
[ ] House rules clarified
[ ] First session planned
ADDRESSING PLAYER ISSUES:
Analysis Paralysis: Set time limits, suggest options
Rules Disputes: Make ruling, discuss later
Dominant Player: Direct questions to others
Disengaged Player: Check in, adjust content

ADDRESSING PLAYER ISSUES (Detailed):

Analysis Paralysis:

  • Set time limits for turns
  • Suggest default actions
  • Provide clear options
  • Use visual aids

Rules Disputes:

  • Make ruling, discuss later
  • Keep game flowing
  • Note issue for post-session
  • Be consistent

Dominant Player:

  • Direct questions to others
  • Create situations for all
  • Use private communication
  • Encourage teamwork

Disengaged Player:

  • Check in privately
  • Adjust content to interests
  • Give spotlight moments
  • Ensure comfort level

GROUP DYNAMICS:

Cooperative Play:

  • Emphasize teamwork
  • Reward group tactics
  • Shared resources
  • Combined abilities

Competitive Play:

  • Individual achievements
  • Speed run challenges
  • High score tracking
  • Personal upgrades

Casual Play:

  • Focus on fun
  • Flexible rules
  • More healing items
  • Story emphasis

Hardcore Play:

  • Strict rules
  • Limited resources
  • Permanent consequences
  • High difficulty

10. ADVANCED GM TECHNIQUES

SECRETS & OPTIONAL CONTENT:

  • Hidden Rooms: 1-2 per stage, require exploration
  • Easter Eggs: Series references, secret messages
  • Bonus Objectives: Speed runs, no damage, rescues
  • Unlockable Content: Alternate costumes, new modes

SECRETS & OPTIONAL CONTENT (Detailed):

Hidden Rooms:

  • 1-2 per stage
  • Require exploration
  • Contain rare rewards
  • May have puzzles

Easter Eggs:

  • Series references
  • Developer nods
  • Secret messages
  • Alternate paths

Bonus Objectives:

  • Speed run challenges
  • No damage runs
  • Specific weapon use
  • Rescue missions

Unlockable Content:

  • Alternate costumes
  • New game modes
  • Sound test
  • Art gallery

PROCEDURAL GENERATION TIPS:

Stage Variety:

  • Mix room types
  • Vary path layouts
  • Include secret areas
  • Thematic consistency

Enemy Placement:

  • Logical groupings
  • Defensible positions
  • Ambush opportunities
  • Patrol patterns

Dynamic Events:

  • Random encounters table
  • Environmental changes
  • Time-based events
  • Player-triggered sequences

ADAPTING VIDEO GAME MECHANICS:

  • Wall Jumping: SPD check, bypass obstacles
  • Dashing: Bonus movement, avoid attacks
  • Power-ups: Temporary buffs, strategic timing
  • Boss Patterns: Telegraphing, safe zones

ADAPTING VIDEO GAME MECHANICS (Detailed):

Wall Jumping:

  • Movement ability
  • Requires SPD check
  • Bypass obstacles
  • Positioning advantage

Dashing:

  • Bonus movement
  • Avoid attacks
  • Traversal puzzles
  • Combat maneuver

Power-ups:

  • Temporary buffs
  • Strategic timing
  • Limited availability
  • Visual indicators

Boss Patterns:

  • Telltale animations
  • Safe zones
  • Attack telegraphing
  • Pattern recognition

CUSTOM CONTENT CREATION:

New Enemies:

  • Start with existing template
  • Modify stats slightly
  • Add unique ability
  • Test balance

New Stages:

  • Choose theme
  • Design boss first
  • Create enemy roster
  • Build layout

New Weapons:

  • Elemental type
  • Unique effect
  • Balanced cost
  • Visual description

Homebrew Rules:

  • Document clearly
  • Test thoroughly
  • Get player buy-in
  • Be ready to adjust

TIME MANAGEMENT TECHNIQUES:

Pacing Tools:

  • Visual timer
  • Encounter budget
  • Skip-able content
  • Fast-forward option

Session Planning:

  • Essential content first
  • Optional content after
  • Cliffhanger endings
  • Natural break points

Improvisation Tips:

  • Pre-generated lists
  • Flexible encounters
  • Modular content
  • Player-driven focus

DEATH & CONTINUE SYSTEM:

Standard Rules:

  • Defeat = lose 10% XP
  • Restart at checkpoint
  • Enemies respawn
  • Keep items

Alternative Options:

  • No penalty (casual)
  • Item loss (hardcore)
  • Time penalty
  • Narrative consequence

Continue Limits:

  • Unlimited (beginner)
  • 3 continues (standard)
  • 1 continue (challenge)
  • No continues (expert)
FINAL ADVICE FOR GMs:
1. Fun comes first
2. Be prepared, but flexible
3. Know your players
4. Learn from each session
5. Everyone contributes to the story
6. It's okay to make mistakes
7. Communication is key
8. Celebrate victories
9. Remember why you play
10. Keep getting better

11. QUICK REFERENCE SHEETS

COMBAT QUICK REFERENCE:

Initiative: d20 + SPD
Attack: d20 + ATK vs 10+Enemy SPD
Hit: Roll ≥ Target Number
Damage: Weapon Die + ATK - (Enemy DEF/2)
Critical: d6 roll of 6 (or natural 20)
Minimum Damage: 1

ACTION ECONOMY:

Per Turn:
1. Move: Up to SPD squares
2. Action: Attack/Item/Ability
3. Bonus: Charge/Combo/Quick Item

Actions Available:
- Basic Attack (0 ENG)
- Special Attack (5-8 ENG)
- Defend (half next damage)
- Use Item
- Retreat (provokes attack)

STATUS EFFECTS SUMMARY:

Chilled: SPD -1 (2 turns)
Stunned: Skip turn (d6 ≤ 2)
Burning: 3 damage/turn (3 turns)
Def Up: DEF +2 (1 turn)
Barrier: Blocks 2 attacks

BOSS WEAKNESS CHART:

Chill Penguin → Fire Wave (+5)
Spark Mandrill → Shotgun Ice (+5)
Armored Armadillo → Electric Spark (+5)
Launch Octopus → Rolling Shield (+5)
Boomer Kuwanger → Homing Torpedo (+5)
Sting Chameleon → Boomerang Cutter (+5)
Storm Eagle → Chameleon Sting (+5)
Flame Mammoth → Storm Tornado (+5)
Digital Sigma → All weapons (+5)

ENCOUNTER DIFFICULTY CALCULATOR:

Easy: (HP ≤ 30) + (ATK ≤ 12)
Medium: (HP 31-50) + (ATK 13-20)
Hard: (HP 51-80) + (ATK 21-30)
Extreme: (HP 81+) + (ATK 31+)

Adjust for party size:
1P ×0.5 | 2P ×0.75 | 3P ×1.0 | 4P ×1.25

XP AWARDS:

Common: 10 + (Lvl × 2)
Uncommon: 15 + (Lvl × 3)
Rare: 20 + (Lvl × 4)
Miniboss: 50 + (Lvl × 10)
Boss: 100 + (Lvl × 25)

LEVEL UP REQUIREMENTS:

Level 2: 100 XP
Level 3: 200 XP
Level 4: 300 XP
Level 5: 400 XP
Level 6: 500 XP
Level 7: 600 XP
Level 8: 700 XP
Level 9: 800 XP
Level 10: 900 XP
Each level: Current Level × 100

12. SAMPLE ADVENTURES

SAMPLE SESSION 1: "FIRST HUNT"

Duration: 3 hours
Level: 1-2
Maverick: Chill Penguin
Theme: Ice Cavern infiltration

Part 1: Introduction (15 min)
- Dr. Cain briefing: "Penguin attacking energy facility"
- Hunter deployment
- Stage entrance: Frozen cave mouth

Part 2: Exploration (90 min)
Rooms:
1. Start: Cave entrance
2. Enemy: 2 Snow Riders
3. Empty: Frozen machinery
4. Treasure: Med Chip x2
5. Enemy: 1 Ice Turret + 2 Penguins
6. Checkpoint: Save point
7. Miniboss: Blizzard Buffalo
8. Capsule: Leg Upgrade (SPD+2)
9. Recovery: Hot springs
10. Boss: Chill Penguin

Part 3: Boss Battle (45 min)
Phase 1: Standard attacks, ice shards
Phase 2: Blizzard attack, summons Penguins
Phase 3: Arena freezes, slippery floor
Phase 4: Desperate charge, weak to fire

Part 4: Conclusion (15 min)
- Defeat scene: Penguin frozen solid
- Weapon acquisition: Shotgun Ice
- Return to base
- Next target hint: Spark Mandrill

SAMPLE SESSION 5: "VOLCANIC SHOWDOWN"

Duration: 4 hours
Level: 4-5
Maverick: Flame Mammoth
Theme: Factory meltdown crisis

Special Mechanics:
- Lava rising each turn
- Overheat status
- Coolant canisters (environmental)
- Timed escape sequence

SAMPLE FINALE: "SIGMA'S LAST STAND"

Duration: 5 hours
Level: 9-10
Location: Digital Sigma Core

Multi-phase Battle:
1. Virus forms (swarm combat)
2. Core exposure (puzzle phase)
3. Final form (ultimate battle)
4. Escape sequence (timed)

REWARD STRUCTURE EXAMPLES:

Small Encounter (2 common enemies):

  • XP: 20-30
  • Loot: 50% chance Med Chip
  • Zenny: 20-50

Miniboss Encounter:

  • XP: 50-70
  • Loot: Sub-Tank
  • Zenny: 100-200
  • Special: 20% Gold Hyperchip

Boss Encounter:

  • XP: 100-150
  • Loot: Maverick Weapon + Energy Capsule
  • Zenny: 300-500
  • Story: Major progression

13. TROUBLESHOOTING

COMMON ISSUES & SOLUTIONS:

Problem: Combat too slow
Solution: Use timers, pre-roll, streamline turns

Problem: Players stuck
Solution: Provide hint, alternative path, NPC help

Problem: Balance issues
Solution: Adjust on fly, add/remove enemies, modify HP

Problem: Rules confusion
Solution: Make ruling, note for later, be consistent

Problem: Player conflict
Solution: Pause game, discuss, establish boundaries

Problem: Scheduling conflicts
Solution: Have backup players, continue with partial group, one-shots

BALANCE ADJUSTMENTS:

Too Easy:

  • Add +1 enemy
  • Increase HP by 10%
  • Reduce healing drops
  • Add environmental hazard

Too Hard:

  • Remove 1 enemy
  • Decrease HP by 10%
  • Add healing item
  • Provide tactical advantage

Player Death Frequency:

  • High: Add checkpoints, more healing, lower difficulty
  • Low: Increase challenge, add time pressure, reduce resources

TIME MANAGEMENT ISSUES:

Running Long:

  • Skip optional content
  • Fast-forward travel
  • Summarize instead of roleplay
  • Save complex encounters for next session

Running Short:

  • Add random encounter
  • Include puzzle room
  • Expand roleplaying
  • Add exploration content

PLAYER ENGAGEMENT:

Bored Players:

  • Personal story moments
  • Specialized challenges
  • Unique rewards
  • Increased difficulty

Overwhelmed Players:

  • Simplify options
  • Clear objectives
  • Guided assistance
  • Reduced pressure

DISPUTE RESOLUTION:

Rules Disagreements:

  • GM makes final call
  • Discuss after session
  • Research together
  • House rule if needed

Player Conflicts:

  • Open discussion
  • Mediate if needed
  • Establish boundaries
  • Consider group dynamics

Campaign Issues:

  • Check-in with players
  • Adjust direction
  • Offer restart if needed
  • Learn for next campaign

14. APPENDICES

APPENDIX A: RANDOM ENCOUNTER TABLES

Wilderness (d6):

  1. 2 Common enemies
  2. 1 Strong enemy
  3. Environmental hazard
  4. Treasure discovery
  5. NPC encounter
  6. Special event

Urban (d6):

  1. Security forces
  2. Civilian distress
  3. Surveillance
  4. Black market
  5. Information broker
  6. Maverick sighting

Fortress (d6):

  1. Patrol squad
  2. Defense turret
  3. Security system
  4. Experiment gone wrong
  5. Prisoner rescue
  6. Sigma manifestation

APPENDIX B: NPC ROSTER

Allies:

  • Dr. Cain: Scientist, mission control
  • Hunter HQ Staff: Support team
  • Reploid Civilians: Rescue targets
  • Other Hunters: Rival/ally cameos

Enemies:

  • Maverick Bosses: 8 primary antagonists
  • Sigma Forces: Endgame enemies
  • Corrupted Hunters: Former allies
  • Security Systems: Automated defenses

Neutrals:

  • Black Marketeer: Sells rare items
  • Information Broker: Sells secrets
  • Wounded Hunter: Side quest giver
  • Mysterious Stranger: Plot advancement

APPENDIX C: SAMPLE DIALOGUE

Dr. Cain Briefing:
"X, Zero - we've detected Maverick activity at the location. Be careful, and remember: exploit their weaknesses. Good hunting."

Boss Introduction (Chill Penguin):
"So, the famous Maverick Hunters. Let's see how you handle absolute zero!"

Victory Scene:
"The Maverick has been neutralized. Downloading weapon data... Transfer complete. Return to base for debriefing."

Defeat Scene:
"Emergency systems engaged. Reviving Hunters... Continue? (Y/N)"

APPENDIX D: CAMPAIGN TRACKER

Session Log Template:

Date: ______
Players: ______
Session #: ______
Maverick Defeated: ______
XP Awarded: ______
Loot Distributed: ______
Story Progress: ______
Notes: ______

Campaign Progress:

[ ] Chill Penguin
[ ] Spark Mandrill
[ ] Armored Armadillo
[ ] Launch Octopus
[ ] Boomer Kuwanger
[ ] Sting Chameleon
[ ] Storm Eagle
[ ] Flame Mammoth
[ ] Sigma Fortress 1
[ ] Sigma Fortress 2
[ ] Sigma Fortress 3

Player Progress:

Name: ______ Level: ______
Gold Hyperchips: ______/4
Upgrades: ______
Special Weapons: ______
Notable Items: ______

APPENDIX E: EMERGENCY CONTENT

Quick Encounters (5 minutes):

  • 2 Common enemies
  • Simple terrain
  • Straightforward objective

Quick Puzzles (10 minutes):

  • Lock mechanism
  • Pattern recognition
  • Environmental manipulation

Quick Roleplay (15 minutes):

  • NPC interaction
  • Information gathering
  • Moral choice

When Players Go Off Rails:

  • Have 2-3 generic encounters ready
  • Improvise based on their interests
  • Redirect toward main plot naturally
  • Use NPCs to guide back

WHEN THINGS GO WRONG:

Total Party Wipe:

  • Continue system
  • Narrative consequence
  • Reduced rewards
  • Learning opportunity

Broken Balance:

  • Adjust next encounter
  • Add/remove resources
  • Provide alternative solution
  • Discuss with players

Lost Interest:

  • Change pace
  • Introduce new element
  • Character spotlight
  • Ask for feedback

Technical Issues:

  • Have backup plans
  • Physical alternatives
  • Simplified rules
  • Focus on storytelling
FINAL ADVICE:
Remember: You're not just a referee - you're creating an experience.
Make it memorable, make it challenging, make it fun.

Happy hunting, Game Master!

QUICK REFERENCE

SESSION CHECKLIST:

BEFORE SESSION:
[ ] Stage map prepared
[ ] Enemy stats ready
[ ] Special events planned
[ ] Rewards determined
[ ] Story notes updated DURING SESSION:
[ ] Track player resources
[ ] Monitor enemy HP
[ ] Record key decisions
[ ] Note XP earned
[ ] Track time AFTER SESSION:
[ ] Award XP and level ups
[ ] Distribute loot
[ ] Update campaign log
[ ] Gather player feedback
[ ] Plan next session