TEXT: The GameMaster's Apprentice  
  Quickstart Guide
  by Nathan Rockwood
  
  OVER 1.7 MILLION NPCS, ENCOUNTERS, AND MORE,
  ALL IN ONE DECK OF CARDS!
  FEED YOUR CREATIVITY WITHOUT HUNTING THROUGH TABLES!
  The GameMaster’s Apprentice (GMA) decks help plan and run tabletop RPGs--in any system, genre, or world--by pro-
  viding everything from randomized story seeds, encounters, and NPCs, to the results of a pickpocketing roll or a percep-
  tion check.
  With more than a dozen randomizers on each card and 120 cards in each deck, the range of content is incredible; 
  drawing just three cards can produce more than 1.7 million unique NPCs or random events. For those interested in solo- or 
  GM-free gaming, the GMA decks can even be used as a game engine, moving the action forward the same way a human 
  GM would.
  This Quickstart Guide begins with an overview of what is on each card, and then demonstrates them in action as tools 
  for generating NPCs, random events, adventure prompts, and the answers to specif c questions a GM might not have 
  prepared for ahead of time! Whether you use the cards as shown here, or just take advantage of their content in your own 
  way, you'll be gaming in no time--and you can always check out the full instructions for much more detail and many, many 
  more examples!
  This document copyright 2017 by Larcenous Designs, LLC. Larcenous Designs, LLC, and associated marks are owned 
  by Nathan Rockwood. Visit us online at www.larcenousdesigns.com
  CREDITS
  Writing and design by Nathan Rockwood.
  Card artwork & additional design by Max Johnson.
  Cover art by Elena Asofsky.
  Additional icon design for the Fantasy Deck: Carl Olsen, Cathelineau, Delapouite, Lorc, Skoll, and Willdabeast, all 
  under CC BY 3.0 from www.game-icons.net.
  
  THE GMA QUICKSTART GUIDE
  1
  Card Contents Overview
  1) Dif  culty Generator: A bell-curved number from 1-10, 
  which can be used to set the relative or absolute dif  culty of an 
  event, determine an NPC's reactions, or similar.
  2) Likely Odds: Answers to Yes/No questions; "Bad" odds gives 
  a Yes 25% of the time, "Even" gives a Yes 50% of the time, and 
  "Good" ups it to 75%. Includes YES! and NO! as critical results.
  3) Dice Wheel: Starting with the number marked by the trian-
  gle at the 1 o'clock position, the results of a d4, d6, d8, d10, d12, 
  d20, and d00 (using two d10).
  4) Norse Runes: The 24 runes of Elder Futhark; can be used for 
  Tarot-style 'divination' or arbitration of actions and events. This 
  f eld is replaced with another in the Demon Hunters GMA Deck; 
  see the full instructions for details.
  5) Elemental Symbols: Earth, Fire, Air, and Water. This f eld is 
  replaced with another in the Demon Hunters GMA Deck; see the 
  full instructions for details.
  6) Random Event Generator: A verb, an adjective, and a noun; 
  draw a card for each and combine them into a phrase, such as 
  "Absolve Supernatural Criminal." Interpret the phrase in context 
  with your game--this example could mean that an imprisoned 
  mage is freed, or perhaps a demon is transf gured into a celestial.
  7) Sensory Snippets: From top to bottom, these four lines are something to hear (the ear), see (the eye), feel (the poking 
  hand), and smell/taste (the nose). 
  8) Tag Symbols: Three of ten possible symbols, in the three leftmost positions across the middle of the card, for 120 
  unique combinations. Interpret symbolically or make up a meaning for each symbol that f ts the current situation. 
  9) Scatter Die: In the rightmost position, see one of 8 directional arrows, or dash for a miss, or a starbust for a direct hit. 
  Use it for grenade throws, or to randomly generate the passages of a dungeon.
  10) Belongings: A category, such as Small Change or Camping Gear, and three possible examples of related items (to 
  inspire you to come up with your own; don't be limited by what is listed on the card); can be used for looting, pickpocket-
  ing, or merely describing what a character has or f nds. 
  11) Names: Three genre-appropriate names. Each card has one probably-male, one probably-female, and one proba-
  bly-ungendered/gender neutral name.
  12) Catalyst: An inciting incident for a story seed or a random encounter.
  13) Location: A place to set a story seed, random event, or quest.
  14) Virtues and Vices: 10 possible virtues and vices, to inspire character motivations, strengths, and weaknesses. 
  15) Prompt Icons: This f eld is exclusive to the Fantasy Deck, which has a unique image on each card. Meant to inspire 
  story or character elements, they can be interpreted by themselves or combined with any of the other f elds. Create a 
  random event, trap, character backstory, or quest with them: a dagger and a rose could indicate sudden betrayal by a 
  romantic interest, or the beginning of an espionage storyline; a sword and shield could mean a challenge to a duel, or the 
  arrival of a new warrior companion; a severed hand, like the one pictured above, might suggest a thief having their hand 
  cut of  as punishment, or a dangerous blade trap.
  
  THE GMA QUICKSTART GUIDE
  2
  Generate an NPC
  If you drew these three cards for an NPC...
  Card 1 - Name: [Hamid]
  Card 2 - Virtue & Vice: [Charity and Fear]
  Card 3 - Belongings: [Blessing of Eternal Life]
  Interpretation: Hamid was a humble priest doing charitable works in a village, but he caught the attention of his deity 
  and was blessed with eternal life--however, he is merely unaging, and not invulnerable. He still tries to do his good works, 
  but is growing paranoid and fearful of all danger.
  Adding a Prompt Icon: Optionally, you might consider the Prompt Icons. If you include the tripwire from Card 3, perhaps 
  that means Hamid is accident-prone, or has become so since being granted immortality... Death will not be cheated!
  Generate a Random Event
  Alternatively, if you drew these three cards for a random event...
  Card 1 - Verb: [Fight]
  Card 2 - Adjective: [New]
  Card 3 - Noun: [Purity]
  Interpretation: The party witnesses a confrontion between villagers and the zealous warriors of a new faction, bent on 
  'purifying' the local populace. Will they intervene, or will they let the soldiers beat and arrest the unarmed locals?
  Adding a Prompt Icon: If you are so inclined, you might notice the campf re icon on Card 2. Rather than hauling of  the 
  locals, the soldiers are preparing to burn them (or one of them) at the stake as an example to others!
  
  THE GMA QUICKSTART GUIDE
  3
  Create a Story Seed
  If you drew these three cards to launch a new adventure or campaign...
  Card 1 - Location: [Spellfueled ship.]
  Card 2 - Catalyst: [Lost all memory.]
  Card 3 - Tag Symbols: [Crown, Shield, Wand].
  Random Sensory Snippet for Inspiration: From Card 1, [The sounds of a f ght...]
  Interpretation: The party f nds themselves standing in various battle poses around the upper deck of a spellfueled ship, 
  currently sailing between realities! They have no memories of their past, though they have a general knowledge of their 
  world and abilities. Are they all friends? Were some of them on opposite sides? Regardless, there is a similarly amnesiac 
  woman dressed as a queen (the Crown symbol) present, holding a magical staf  (the Wand) that may be responsible for the 
  memory loss, and no matter who was originally on what side, the battle on the ship has attracted the attention of arcane 
  creatures. Everyone must team up to fend them of  (the Shield) if they want to live long enough to restore their memories!
  Answer Detailed Questions
  If you drew these cards one at a time, answering specif c questions, that might go like...
  Question 1: "Can the party f nd a decent blacksmith in this town?"
  Card 1 - Good Odds: [No.]
  Interpretation: The blacksmith died not long ago, and her apprentice has taken over--but this new kid doesn't know 
  much more than how to make horseshoes and farm equipment!
  Question 2: "How far is it to the next village with a blacksmith?"
  Card 2 - Dif  culty Generator: [8/10]
  Interpretation: It's pretty dang far, since the smith here served all the local communities! Days of travel, at least.
  Question 3: "With no smiths nearby, is there maybe at least a retired adventurer, who might sell us their gear?"
  Card 3 - Bad Odds: [Yes.] Prompt Icon: [Imprisoned f gure.]
  Interpretation: There is! Sadly, they were locked up by a corrupt local lord for refusing to serve them... a new quest awaits!
  
  THE GMA QUICKSTART GUIDE
  4
  All Together Now!
  If you want ef  cient adventure creation, or to create a f ction-writing prompt, you can probably get everything you need 
  with just three cards.
  1) Draw and lay out three cards, and pick your favorite combination of Catalyst and Location.
  2) Sticking with the same cards, pick any Name, Belongings, and Virtue and Vice, and combine them into a friendly NPC. 
  Remember that the list of three items after the Belongings category are merely examples; use them to inspire something 
  that f ts your context!
  3) Repeat step two, but create a villainous NPC.
  4) Interpret this villain, friend, and story seed in relation to each other.
  5) Scan all the Sensory Snippets (or Tag Symbols, or Prompt Icons, or the Random Events...) to add a twist or change.
  For example:
  1) From Card 2, I select [Rising fame] and [Secret society].
  2) From 1 and 2, and I choose [Ciara]/[Loyalty and Fear]/[Communications: Telepathic vision-sending].
  3) From all three, I get [Errando]/[Courage and Gluttony]/[Arcane Trinket: Psychic-dampening Bindings].
  4) I decide that Ciara's power has made her critical to a secretive religious order, but this leads to her being abducted by 
  Errando so he can intimidate her into using her powers for his gain.
  5) Taking notice of the puppet in the Prompt Icon on Card 3, I decide that Errando is actually just a patsy; lots of f re imag-
  ery in the Sensory Snippets suggests that he also sets f re to the secretive order's headquarters when he kidnaps Ciara.
  In the end, it seems that my story begins with Errando making of  with the psychicly-restrained Ciara, having set a f re to 
  cover his tracks. Are there any survivors? Who hired--or blackmailed--Errando? Does he feel any remorse over the collateral 
  damage (the scent of burned hair being rather ominous)?
  From this point, the rest of the story could be f eshed out either entirely from the author's whim, or by drawing further 
  cards. Simply asking and answering Yes/No questions can be a great way to make snap decisions, but a more thoughtful 
  approach could include referencing the Tag Symbols, Norse Runes, and Random Event Generator. 
  
  THE GMA QUICKSTART GUIDE
  5
  The Symbols
  The symbols in the GMA decks can be used in any number of ways, so consider this a quick primer to get you started, 
  rather than a complete list of everything they can be used for! Even more examples can be found in the complete instruc-
  tions document.
  Elemental Symbols
  The four 'classical' elements. You can assign them specif c meanings for important scenarios, or interpret them symboli-
  cally to add broad-stroke ideas to characters, scenes, encounters, enemies, etc. For example:
  d Fire brings aggression and energy. 
  c Water brings nuturing calm and hidden depths. 
  a Air brings movement and curiosity. 
  b Earth brings endurance and stability.
  Tag Symbols
  The Tag Symbols are a set of 10 individual icons that appear on each card in a unique set of three; you are meant to use 
  all three on one card, because every possible combination occurs exactly once in the deck. Use them to add nuance to 
  characters, scenes, encounters, enemies, etc. Read them symbolically or make a table; see the instruction document for 
  more examples. The tables below could be used when looking at the Tag Symbols to provide ideas for an upcoming scene 
  or encounter, and you could make a new table for almost anything: treasures, secrets, clues, the monsters patrolling in a 
  dungeon... 
  General Symbolic Meanings
  1 Tower: Obstacle, fortress, location.
  2 Crown: Royalty, intrigue, power.
  3 Heart: Family, friendship, romance.
  4 Skull: Loss, change, death.
  5 Sun: Clarity, revelation, discovery.
  6 Moon: Confusion, misunderstanding, subterfuge.
  7 Sword: Conf ict, disagreement, battle.
  8 Shield: Protection, defense, safety.
  9 Target: Goals, objectives, distance.
  0 Wand: Magic, technology, strangeness.
  Sample Dungeon-Delve Encounter Table
  1 Tower: A locked door or sealed passageway; possibly a trap locking the party in a room.
  2 Crown: A signf cant treasure is available, but the dif  culty of reaching it should be fair.
  3 Heart: A chance or opportunity to heal and possibly rest. Potions, fountain of health, etc.
  4 Skull: Poison or disease, possibly delivered by a monster or trap.
  5 Sun: The party's stealth, illusions, tricks, etc will be more dif  cult here for some reason.
  6 Moon: The danger is concealed; an ambush, an illusion, or a hidden trap.
  7 Sword: Frontal assault!
  8 Shield: A feature of the area of ers protection or an advantage of some kind; possibly this is the high ground...
  9 Target: Either a quest element is present, or perhaps there is a lead on a new quest.
  0 Wand: The enemies are especially well equipped with unusual arcane (or simply unexpected) powers or skills.
  
  THE GMA QUICKSTART GUIDE
  6
  The Norse Runes
  Elder Futhark (the alphabet most people think of as 'Norse Runes') was, in the 20th century, adapted into a fortune-telling 
  system similar to Tarot-card reading. My version, explained further in the Instructions document, can be used to add details 
  to scenes, quests, or even characters, or even used for in-game runecasting!
  Fehu: Livestock/Wealth. Property, prosperity, fertility, increase, social success.
  Uruz: Auroch/Wild Ox. Energy, health, strength, tenacity, courage.
  Thurisaz: Thor/Giant. Reactionary, defensive destruction. Instinct, willpower,  and regeneration; lightning, electricity. 
  Ansuz: Ancestral Spirit/A God. Revelation, insight, power of words/names; divine intervention.
  Raido: Wagon/Journey. Travel, evolution, moving forward, gaining perspective.
  Kenaz: Beacon/Torch. Creativity, inspiration, harnessed power, world-changing ability.
  Gebo: Gift/Exchanges. Generosity, balance, contracts, relationships, partnerships.
  Wunjo: Joy/Happiness. Harmony, spiritual reward, pleasure, comfort, glory. 
  Hagalaz: Hail/Weather. Uncontrollable forces, (nature, the subconscious); crisis before harmony.
  Naudiz: Need/Distress. Resistance, requirements to be met, endurance, patience, survival, trial, test.
  Isaz: Ice/Frustration. Mental blocks; confusion to be unravelled; stalled until knowledge is gained.
  Jera: Good Year/Harvest. Ef ort realized, fruitful results, hope, earned success, cycles of time or life.
  Eihwaz: Yew Tree/Reliability. Dependability, trustworthiness; protection; honesty; well-chosen, achievable goals.
  Perthro: Dice Cup/Mystery. Chance, secrets, the occult; initiation, destiny; setting out on the path.
  Algiz: Elk/Protection. Shield, shelter, wards against evil, a guardian; connection to the gods.
  Sowilo: The Sun/Life-Force. Success, honor, life, positive changes, victory; cleansing f re, power.
  Tiwaz: Tyr/Leadership. Authority, justice, rationality, success in competition, self-sacrif ce.
  Berkano: Birch Tree/Birth. Fertility, birth, growth, liberation; renewal, new beginnings, love, family.
  Ehwaz: Horses/Travel. Physical transportation; slow but steady progress; teamwork, trust, ideal marriage or partnership.
  Mannaz: Mankind/The Self. The individual, skill, forethought, ability; humanity, social order.
  Lagiz: Water/Regeneration. Healing, rest, renewal; dreams, the underworld, the imagination.
  Ingwaz: Monarch/Seat of Power. Control, answering to nobody; authority without implying justice.
  Dagaz: Dawn/Day. Awakening, breakthrough; a new venture, positive change; hope, security.
  Othala: Birthright/Home. Inheritance, spiritual heritage, fundamental rights, source of safety, the most important thing.
  
  THE GMA QUICKSTART GUIDE
  7
  Using the Cards as a GM
  First, please note that this system is much more 
  f eshed out in the full GMA instruction document, 
  and even more so in the ALONe: A Solo Game Engine 
  beta game (as of this writing, available for free from 
  DriveThru). 
  If you treat the GMA Deck as an inexperienced GM, 
  and ask it plenty of leading questions--whether you 
  look for Yes/No answers, or ask things like "What hap-
  pens when I...?" and look at the other available f elds-
  -you can run an entire campaign for one or more 
  players without needing a human Game Master. 
  However, even if you always get interesting answers 
  to your questions out of your interpretations, this 
  would mean that you never have to react to anything 
  completely surprising.
  To f x that, I suggest the following system, called 
  Tension.
  At the beginning of each game session, the Tension 
  starts at 1.
  Whenever you ask a Yes/No question (or any ques-
  tion, if you f nd you avoid Yes/No ones), also look at 
  the Dif  culty Generator on the same card.
  If the Dif Gen number is higher than the current 
  Tension, nothing unusual happens; add 1 to the cur-
  rent Tension.
  On the other hand, if the number there is equal 
  to or lower than the current Tension, draw for and 
  resolve a Random Event (usually three cards, looking 
  at the Verb, Adjective, and Noun, but you can could 
  also use the Catalyst, the Tag Symbols, and/or the 
  Prompt Icons). Then the  Tension is set back to 1.
  This ensures that a truly Random Event will occur at least once every 11 questions, keeping things interesting; of course, 
  some of these events will be extremely minor f uf , but others might introduce new characters, story branches, and plot 
  hooks.
  Thank you for reading!
  There are, of course, nearly inf nite other ways to use these cards; I hope you enjoy them!
  Happy gaming,
  ~Nathan Rockwood
  
SOURCE: textdata/thevault/Collections/Solo/2. GM Emulators & Generic Solo Rules/Gamemasters Apprentice/Generic Instructions/GMA Quickstart Guide.pdf