#GM Starting Guide — Where to Start Reading
Contents
The first introductory guide for Konsei Reiyotan GMs: what to read first, what to keep open during a session, and which documents to look up later.
#Who This Document Is For
This document is for two people.
- Someone GMing for the first time
- Someone who roughly knows the rules but is unsure where to pull what from
Konsei Reiyotan has many documents. You do not need to read everything from the beginning. Good GM operation does not start with "memorizing every rule"; it starts with finding the document you need right now.
#The One Thing to Understand First
Konsei Reiyotan documents are broadly divided into four layers.
- The game's promises
- Defines the game's basic philosophy.
- Play procedures
- Explains how combat and non-combat actually run.
- Builds and data
- Provides options such as classes, skills, schools, equipment, yoma, and squads.
- Operation tools
- Help the GM assemble encounters, battlefields, scenarios, and campaigns.
The most common mistake first-time GMs make is starting from item 4. If you start with encounter design or balance, you can see the numbers, but the feel of what to run and how to run it becomes less clear.
#Before the First Session, Read These 8 Documents First
#1. Grasp the Game's Identity
There are exactly three things to confirm here.
- This game uses 2d10.
- This game's core resources are Energy / Wounds / Domination / Cohesion.
- This game assumes zone battlefields + squad tactics, not individual brawls.
#2. Grasp the Actual Play Sequence
For a first-time GM, it is much faster to internalize how combat actually flows than to dig into rules documents first.
In particular, check the following.
- How rounds and counts begin
- What and roughly how many things can be done inside one breath
- How Front Zone/Rear Zone/Flank Zone/Core Zone create pressure
- How squad orders and personal actions mix
#3. Read Only the Core Combat Rules
At first, there is no need to read all of volume 03. Before the first session, you only need to grasp the following.
- action costs
- attack/defense/Defenseless
- ambush and leaving the battlefield
- tactical differences by zone
#4. Read Battlefield Structure Separately
Half of Konsei Reiyotan combat is decided by who is standing where. In particular, Narrow Path, High Ground, Spirit-Realm Interface, and Core Zone types strongly affect how the first session feels.
#Documents to Keep Open on the Desk During the First Session
When you actually run a session, it is useful to keep the following documents open like tabs.
The important principle is this.
- Quick Reference is for checking flow
- Canon text is for resolving ruling conflicts
- Data documents are for checking options
In other words, check the Quick Reference first, go up to the Canon text if something is unclear, and open detailed data documents only when needed.
#Documents to Read After Seeing the Player Lineup
After receiving the party lineup, do not read everything. Reinforce only the axes that party actually uses.
#If There Are Many Front-Zone Warriors
#If There Are Many Sorcery/Exorcism Characters
#If There Are Many Merchants, Scholars, Artisans, or Entertainers
#If There Are Gaijin, Heroic Spirits, Celestials, or Hanyo
#How to Choose the First Scenario
For a first-time GM, the following order is recommended.
#Safest Starting Point
This scenario is for beginners. It shows squads, blockade, ambush, incorporeal beings, and disguised yoma at a suitable density: "things that feel like Konsei Reiyotan."
#For Starting the First Campaign
#When You Want a Particular Flavor
- Night of the Tenshukaku — negotiation over combat
- Silence of the Dragon Palace — sea battles and negotiating yoma
- Tomb of the Archfiend — extreme dungeon
#Where to Look When Scenario Ideas Stall
Konsei Reiyotan scenario ideas usually come from five places.
#1. Regions
#2. Factions
#3. Combat Examples and Fiction
Volume 10 is not rules Canon, but a reference for tone and scenes.
#4. Campaign Seeds
#5. External References
When using external works as references, the following branches fit especially well.
- Sengoku war tales
- ghost stories and folk tales
- Buddhist/Daoist/Shinto legends
- commerce and seafaring stories
- tragic heroic tales
What matters is not bringing in one whole work as-is. Ideas that fit Konsei Reiyotan usually work best when you mix one "war-structure element + one yoma-strangeness element."
#The Last Thing a First-Time GM Should Remember
You do not need to be a perfect GM from the start. In Konsei Reiyotan, the first session only needs to succeed at the following four things.
- The battlefield is clearly visible as zones
- Players can quickly choose what to do during one breath
- It is clear why the enemies and yoma are fighting
- When the session ends, a hook remains that makes people want to play again
→ Next reading: co-08-08. GM Assembly Guide — Making One Session