English edition v1.3.3

#GM Tools Section Index — Operational Equipment

Contents

What this section is. The operational toolkit for the Konsei Reiyotan expansion supplement Drift of the Spirit Realm. Groups the pacing guide, 4 sheet forms, escalation ladder, player handouts, character variation guide, and milestone appreciation log. All provided in ready-to-use format.

Core Rulebook References

- Required: Core Quick Reference · Campaign Seeds

- See also: GM Guide 1 · GM Guide 2 · GM Guide 3

- In this supplement: Campaign Loop · Domain Index · Romance Index


#Scent — The Weight of Tools

There is always too much on the GM's desk.

One rulebook. One supplement. Adventure notes. Session notes. A list of NPC names. Dice. Maps. Drinks. And resting on top of all of this — the expectation of "what is going to happen this week."

Tools exist to reduce what is on the desk. Reduce what can be memorized; write down what can be written; put into forms what gets repeated every session. Everything in this section came from that single purpose.

If a sheet is too complex, discard it. If there are too many handouts, set them aside. If the pacing guide does not fit your table, ignore it. These tools exist to help your game, not to regulate you.


#Law — 9 Tools

#DocumentPurposeFrequency
0180-01 Pacing GuideTime distribution for 3-hour sessions and per-arc pacingBefore each session
0280-02 Barrier TrackerWeekly Barrier HP, events, and check recordsEvery session
0380-03 Core Economy TrackerHarvest, storage, spoilage, and expenditure trackingEvery session
0480-04 Domain SheetIntegrated management of morale, Fear, squads, and facilitiesEvery session
0580-05 Romance Affinity TrackerRecords for 9 partners' Affinity and eventsEvery session
0680-06 Escalation LadderPer-session and per-arc pressure intensity guideBefore campaign
0780-07 Player Handouts10+ printable maps, calling cards, and countersAs needed
0880-08 Character Variation GuideNarrative repositioning of 27 classes for PC replacement, NPC gender variation, romance tragedy avoidanceSession 0, on PC death, when designing endings
0980-09 Milestone Appreciation Log5-player table retrospective log for introduction, end of each chapter, and endingAfter chapter end, immediately after campaign completion

#Application

#Scenario A — Before the Campaign Starts (GM Preparation)

1. [80-06 Escalation Ladder] Read in full and decide your campaign mode (main / extended)
2. [80-01 Pacing Guide] Customize the distribution to match your session length (2h / 3h / 4h)
3. [80-02 to 05 4 Sheets] Print on A4 or A3, or copy the digital template
4. [80-07 Handouts] Print handouts for Session 0

#Scenario B — Before Each Session (GM Preparation, 15 minutes)

1. [80-02 Barrier Tracker] Check the Barrier HP and events from the last session
2. [80-03 Core Economy] Warehouse inventory and this week's production plan
3. [80-04 Domain State] Check morale and squad composition
4. [80-05 Romance] Check Affinity for NPCs appearing this session
5. [80-01 Pacing] Confirm today's session arc phase
6. [80-06 Ladder] Confirm today's appropriate pressure intensity

#Scenario C — During the Session (Real-Time Recording)

1. [80-02 Barrier Tracker]: Record Barrier HP changes in real time; log Barrier check results
2. [80-03 Core Economy]: Record each time harvest, spoilage, or infusion occurs
3. [80-04 Domain State]: Record morale changes and squad damage
4. [80-05 Romance]: Record when Affinity-change events occur

#Scenario D — After the Session (Wrap-Up, 10 minutes)

1. Review all four sheets: summarize this week's increases and decreases
2. Note predictable events for next week
3. Confirm whether player handouts need updating
4. [80-06 Ladder]: Check whether the current arc phase has been overrun
5. If this is a chapter-end session, compile the retrospective conversation in [80-09 Milestone Appreciation Log]

#Relationships Among the 4 Sheets

The domain state is one living thing. The four sheets are its four organs.

     ┌────────────────────┐
     │  Domain Sheet   │
     │ (morale·Fear·squads) │
     └─────────┬──────────┘
          │
    ┌───────────┼────────────┐
    │      │      │
 ┌──────▼─────┐ ┌───▼────┐ ┌─────▼──────┐
 │ Barrier  │ │ Core │ │ Romance  │
 │ Tracker  │ │ Economy│ │ Tracker  │
 │(Barrier HP·check)│ │ (stock) │ │ (Affinity) │
 └────────────┘ └────────┘ └─────────────┘
    │      │      │
    └───────────┼────────────┘
          │
     ┌──────────▼──────────┐
     │ Escalation Ladder │
     │ (appropriate target │
     │ expectation basis) │
     └─────────────────────┘
  • Barrier Tracker ← domain state (morale 10 or above: +1; Fear 5 or above: -2)
  • Core Economy ← domain state (facility operation → harvest yield)
  • Core Economy → Barrier Tracker (weekly infusion amount → Barrier HP recovery)
  • Romance Tracker ← domain state (Affinity ±1 when morale/Fear major events occur)
  • Escalation Ladder → provides the appropriate target expectation for everything else

If using only one sheet: the Domain Sheet. Add the rest as needed.


#Document Summaries

#80-01 Pacing Guide (500 lines)

The 10/40/90/30/10 structure for a 3-hour session (introduction, daily life, expedition, return, wrap-up). Session placement for main-arc 20-session mode and extended 50-session mode. Time-extension advice for special sessions (Barrier crisis night, ending). Player fatigue management.

"Pacing is the answer to 'what do we do now.' Know that answer in advance and the session runs quietly."

When to use: Read through 1 time before the campaign starts → 5-minute review before each session.

#80-02 Barrier Tracker (400 lines)

Weekly Barrier HP change log, Barrier check results, and event record form (cracks, over-summoning, mass prayer). Structured to accommodate both 20-week and 50-week campaigns on a single sheet.

"The Barrier has poor memory. You must remember on its behalf."

When to use: During and after each session. Especially required before and after expeditions.

#80-03 Core Economy Tracker

Ledger for harvesting, storing, spoiling, and consuming cores at 3 grades (unstable, stable, high-purity). Warehouse inventory status, weekly spoilage events, and infusion budget planning form.

"Cores rot quietly. If you are not watching, everything rots quietly."

When to use: During each session. Especially required on expedition return and at weekly updates.

#80-04 Domain Sheet (500 lines)

Integrated dashboard. Morale (0–10) · Fear (0–10) · squads 2 slots · 10 facilities · upgrade progress · NPC individual status · event calendar. The entire domain fits on one A3 sheet.

"The domain is complex. That is why putting it on one sheet makes it simple."

When to use: Every session. Skim before and after the session (1 minute each); record mid-session changes immediately.

#80-05 Romance Affinity Tracker (400 lines)

9 partners (5 human + 4 yoma) × Affinity 0–10 stages, major event checkboxes, jealousy notifications, flag unlock log. Multiple-pursuit tracking.

"Feelings are weaker than a Barrier. But if you do not write them down, feelings are forgotten too."

When to use: Immediately whenever a romance NPC interaction occurs. Confirm at weekly update.

#80-06 Escalation Ladder (500 lines)

The pressure curve for a 20-session campaign. Sessions 1–5 adaptation phase → 6–10 loop establishment phase → 11–15 past discovery phase → 16–20 ending convergence phase. Appropriate enemy, environment, and Barrier HP expectations per phase.

"Pressure comes in stages. Skip a stage and the fun collapses."

When to use: Read through 1 time before the campaign starts → revisit each time the arc transitions.

#80-07 Player Handouts (600 lines)

10+ printable and shareable materials. Session 0 character-creation guide, domain map, hell phase diagram, Enmadoji Seal map (Chapters 3 and 4), 8 NPC calling cards, Barrier HP counter, core stock card, romance heart checklist.

"Only when the players have something in hand does the game come to hand."

When to use: As needed. Heavy use in Sessions 0 and 1. Chapter handouts at the start of the relevant chapter.

#80-08 Character Variation Guide (274 lines)

A correction document specialized for PC replacement and table continuity. Narrative repositioning of 27 classes in the Drift of the Spirit Realm style, principles for introducing characters on death or departure, NPC gender variation, and avoiding a fixed tragic outcome in specific romances.

"Replacement should be a rhythm adjustment, not a penalty."

When to use: Session 0, when discussing PC replacement, when adjusting the emotional tone of a specific ending.

#80-09 Milestone Appreciation Log (316 lines)

A retrospective log, not a play log. From the introduction and the end of Chapters 1–5 through post-ending: GM 1 person and PL 4 persons record, by chapter, what they felt, what questions remained, and what sense of the ending emerged — scene by scene.

"A long campaign is only half complete if only events are recorded. You must also record how the questions changed."

When to use: 5-minute retrospective immediately after a chapter ends; post-campaign reflection; before adjusting the tone of a follow-up campaign.


#Printing Tips

DocumentRecommended PaperReason
80-02 Barrier TrackerA420-week table fits on one page
80-03 Core EconomyA4 × 2Inventory table + log table separated
80-04 Domain StateA3The integrated dashboard is more convenient the wider it is
80-05 Romance TrackerA49 persons × phase grid
80-07 NPC Calling CardsBusiness-card sizeCard format recommended
80-07 Domain MapA3For sharing with players
80-07 Barrier HP CounterA5Cut out in dial form to use

#Digital Templates

Each sheet is provided as a Markdown code block. Copy and paste into:

  • Google Sheets: paste the table section → auto-splits
  • Notion: paste as a code block inside a toggle block
  • Obsidian: paste as-is → core rulebook links preserved
  • Paper: print and fill in with a pen

#Reuse

Sheets are recommended as 1 campaign, 1 set, but if space runs short they can be replaced with a monthly update. Do not discard previous sheets — keep them as campaign records → use them as retrospective material in the epilogue.


#Checklist — GM Preparation Before Session 0

[ ] Read 80-01 Pacing Guide in full
[ ] Read 80-06 Escalation Ladder in full
[ ] 80-02 Barrier Tracker — print / digital setup
[ ] 80-03 Core Economy Tracker — print / digital setup
[ ] 80-04 Domain Sheet — print / digital setup (fill in initial values)
[ ] 80-05 Romance Sheet — print / digital setup
[ ] From 80-07 Handouts:
  [ ] Session 0 character-creation guide × number of players
  [ ] Domain map × 1 for table sharing
  [ ] Hell phase diagram × 1 for table sharing
  [ ] NPC calling cards (expected cast only) × 1 set
[ ] Dice: d10 × 2, d100 × 1, d10 solo × 1
[ ] Decide session time distribution (3-hour standard or custom)

#Checklist — GM Preparation Before Each Session (15 minutes)

[ ] 80-01 Pacing — confirm today's arc phase
[ ] 80-06 Ladder — confirm today's appropriate pressure intensity
[ ] 80-02 Barrier — review last session's Barrier HP and events
[ ] 80-03 Core Economy — warehouse inventory and this week's spoilage prediction
[ ] 80-04 Domain State — check morale and squads
[ ] 80-05 Romance — confirm Affinity for NPCs expected to appear
[ ] 80-07 Handouts — is there material to reveal today?
[ ] Prepare session log notes (paper or digital)
[ ] Prepare round tracker (if an expedition is planned)

#Checklist — GM Wrap-Up After Each Session (10 minutes)

[ ] 80-02 Barrier — final entry of today's Barrier HP and events
[ ] 80-03 Core Economy — final entry of harvest and expenditure
[ ] 80-04 Domain State — record morale, squad, and facility changes
[ ] 80-05 Romance — record Affinity changes
[ ] If this is a chapter-end session, compile retrospective notes in the 80-09 Appreciation Log
[ ] Prediction memo for the next session (special preparation if a Barrier crisis is expected)
[ ] Are there player assignments? (character level-up, item organization, etc.)

#Tone Guide

Every document in this section is a practical tool. It follows four principles.

  1. It must be usable in one go. A sheet that requires flipping back and forth to fill in is a failure.
  2. It must be copyable. A Markdown code block must be usable after a straight copy-and-paste.
  3. It must be clear whether it can be shown to players. Mark GM-only items as "private"; mark player-visible items as "public."
  4. It must have many blank spaces. The more pre-filled spaces there are, the less room the GM has to write their own story.

#Reference Paths

Core rulebook links (common to all documents in this section)

  • ../../../11-appendix/11-01-quick-reference.md — quick reference
  • ../../../09-adventures/09-08-campaign-seeds.md — campaign seeds
  • ../../../08-gm-tools/08-06-gm-guide-1-reading-order.md — GM Guide 1
  • ../../../08-gm-tools/08-08-gm-guide-2-session-prep.md — GM Guide 2
  • ../../../08-gm-tools/08-09-gm-guide-3-campaign-prep.md — GM Guide 3

Supplement links (common to all documents in this section)

  • ../00-meta/00-03-campaign-loop.md — campaign loop
  • ../01-domain/01-00-domain-index.md — domain index
  • ../02-npc/02-00-npc-index.md — NPC index
  • ../24-romance/24-00-romance-index.md — romance index

"Tools are always insufficient. Make as many as are lacking. But do not make too many. Once the tools start standing in for the game, what you have is a tool-management session."

— From the notebook of GM Master Ono