Brief outline on How to play Gear Ascendancy

Pre-session Zero; Planning:
The Guide Manager (GM) decides on the core details of the campaign – who the protagonists are, what the central conflict or goal is, where in the vast world of Saṃsāra it takes place, when it is set chronologically, and why these events are unfolding. With 73 island nations and countless other locales to choose from, the possibilities are vast. (Note: the list below is a suggested order for explanation and learning but this order is not mandatory. Information can be given in any order desired.)

Session Zero:
This introductory session is for explaining the game’s rules, setting, and any specific table rules to the players. The GM can describe how the players’ characters first manifest as souls in Saṃsāra and provide them with starting avatars to inhabit. Backstory, motivations, and opening circumstances can be collaboratively established. See the following documents for more information:

Opening with beginning Avatars: (see session zero)

Experienced players may want to create their own avatars:

Session One:
The true game begins, with players making choices to drive the story forward through their characters’ actions and roleplay. The GM should prepare potential adventure hooks, non-player characters, locations, and other elements to facilitate an engaging narrative that responds dynamically to the players’ decisions.

Gameplay revolves around the characters’ avatars and the magical gear they equip, which determines their abilities. There are no classes, levels, or innate powers – only what capabilities their equipment grants them. Players improve their skills through dedicated training over time. The high magic, Middle Ages, Renaissance, and Industrialized world allows for creative problem-solving using a blend of supernatural abilities and steampunk-inspired technology. Memorable adventures await!