How to Use These GM Kits
These kits exist to get a 4671 campaign moving fast without making it feel thin. They are not replacements for creativity. They are pressure packs: enough structure to start strong, enough flexibility to let the table make the era its own.
- Pick an era and read the kickoff first. That gives you the campaign spine.
- Put down two clocks: one faction pressure clock and one omen or consequence clock.
- Choose 3 NPCs and 2 set-pieces for session one.
- Use the stat templates when you need an enemy, ally, or complication immediately.
- Award 1 Legacy Sticker every 2-3 sessions or at a major turning point.
Clock Notation
Clocks have 4, 6, or 8 segments. Mark one when a threat advances, when the players fail something important, or when the setting pushes back hard enough that the room changes shape.
Quick Saves
Typical DCs:
- 12: easy under pressure
- 14: standard risk
- 16: hard and consequential
- 18+: elite, rare, or setting-defining