these are things that are not included in the core commons version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on. most of Old Gus's and the community's content is removed in order to have a near-CSRD state what remains is the rules clarifications, errata, splicing together some information from secondary sources (like the Starter Set or from game authors on Twitter), and organizational assists things removed includes ideas that I like, but either plan to write my own way in the future, or again I just don't feel comfortable copying verbatim, especially if, for instance, I have my own process and don't need to advocate for a different one stuff that's likely to get folded into my core is arbitrarily numbered 300s instead of 000s
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--- _tmp/ccsrd.md 2025-07-21 14:17:32.441992956 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 14:19:03.337574123 -0500
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@@ -76476,63 +76476,6 @@
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PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
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:::
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-##### Making Rulings and Pacing the Game [#](#making-rulings-and-pacing){.og-h-anchor aria-hidden="true"} {#making-rulings-and-pacing .og-h-small}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-In many systems, the GM is given power---and responsibility---to choose ways or times the rules can be applied, bent, or
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-broken---that's still the case in the Cypher System. It\'s a good idea to be judicious about these powers. Here are
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-some good ways to think about your role in making meaning during the game:
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-
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-::: {.alert .ps-4 .pb-0}
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-- **Maintain belief and make meaning:** As I mentioned previously, meaningfulness is like gravity,
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- and that gravity must be respected. It grounds the story, and helps define what's at stake in the story.
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- Contradicting yourself for arbitrary reasons will sabotage players' belief in the story and in you, and this kind
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- of mistrust is corrosive to the game of *Make-Believe*. That isn't to say you have to be rigid and make the same
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- rulings all the time---in fact, quite the opposite. Instead, try to make your rulings for the specific situation you
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- are in based on what is meaningful about that specific situation.
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-
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-- **Describe phenomena:** Without you, the PCs don't really have senses. You must provide their sight, sound, smell,
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- touch, taste, temperature, and humidity. To a certain extent also control what PCs know about the world, what they
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- would immediately recognize, or might infer given their experiences. This is tricky---generally, you want to avoid
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- dictating what a player thinks, believes, or feels. You also don't want to produce a feeling of betrayal by lying
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- to a player about the nature of their experiences. That kind of mistrust is corrosive to belief. You can avoid lying
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- to players by describing not what things *are*, but what things *are like*. For example, if the party enters a dark
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- cavern, you might tell the PCS that they notice an uptick in the humidity, a downtick in the temperature, and a
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- gentle white noise far off in the distance. Whether the source of those phenomena end up being a completely natural
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- waterfall, a raging [water elemental](#creature-elemental-water), or something else entirely, you have avoided lying
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- to the players by equipping them to make their own assumptions about nature of their experiences, and encouraged
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- them to make discoveries as a result of their own choices and actions.
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-
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-- **Call for fewer, more meaningful dice rolls:** When PCs are making relatively inconsequential actions---especially
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- those that are in their character's wheelhouse---into [routine actions](#routine-actions) that require no roll.
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- This requires you to know something about the PC and what's on their character sheet, but you will learn those
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- things in a longer-form game. Only call for a roll when the outcomes would be interesting. Allowing players to
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- proceed confidently with their PC and abilities helps them take more bold or decisive actions rooted in their
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- character, rather than second-guessing each course of action they might Take.
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-
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-- **Let players try things:** Do not fear player actions or dice! If players are being creative with their abilities,
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- that's a good thing---it means they\'ve decided they are meaningful. If you have an outcome you\'d like to see in
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- the game, don't call for a roll and then force it even if the outcome wasn\'t what you wanted. Don\'t call for roll
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- at all, and propose a [GM intrusion](#gm-intrusion) instead.
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-
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-- **Keep the story moving forward:** One trap GMs fall into too frequently is to assume that a failed roll results in
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- nothing happening. \"Nothing happens\" can provide a great occasional dramatic (or comedic) beat---but if you use
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- this as a device too often, the game will slow down to a crawl. Creating meaningful consequences for the results of
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- a roll is usually more interesting than \"nothing happens\", because it prompts the PCs to take additional action
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- rather than wallow in any negative feelings that came from a \"bad roll\". If things have slowed down too much,
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- devise and propose a [GM intrusion](#gm-intrusion) that revitalizes the game's pace or direction.
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-
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-- **Let encounters resolve:** Sometimes players will use a [cypher](#choose-cyphers) or [special
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- ability](#choose-abilities) that causes an encounter to end too quickly for your taste. Take heart---even a foe who
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- has been knocked off a cliff might later claw their way back to the top, reappearing as a [GM
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- intrusion](#gm-intrusion). But it is wise to for the moment that doing this will be most meaningful in the story.
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-
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-- **Be a team player:** While you are usually playing the role of a creature or situation that is antagonistic to the
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- PCs, be sure you make some time to also be their head cheerleader---and a fellow player. Don't make yourself an
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- adversary---celebrate their victories, and agonize in their defeats, too. When they have good ideas, tell them so!
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-:::
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-
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##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small}
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[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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@@ -78057,7 +78000,7 @@
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- The Rest of the Rules [(412)]{.og-ref}
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- Adjudicating [(412)]{.og-ref}
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- Logic [(413)]{.og-ref}
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-- [Dice Rolling](#making-rulings-and-pacing) [(414)]{.og-ref}
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+- Dice Rolling [(414)]{.og-ref}
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- [The Flow of Information](#passive-difficulty) [(416)]{.og-ref}
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- [Failure to Notice](#passive-difficulty) [(417)]{.og-ref}
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- [Graduated Success](#graduated-difficulty) [(417)]{.og-ref}
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@@ -78077,15 +78020,15 @@
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- The First Few Sessions [(427)]{.og-ref}
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- Running Cypher System Combats [(427)]{.og-ref}
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- Crafting Stories [(428)]{.og-ref}
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-- [Pacing](#making-rulings-and-pacing) [(428)]{.og-ref}
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-- [Description](#making-rulings-and-pacing) [(430)]{.og-ref}
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+- Pacing [(428)]{.og-ref}
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+- Description [(430)]{.og-ref}
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- [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref}
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- [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref}
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- [Mature Themes](#horror-rules-consent) [(434)]{.og-ref}
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- Designing Encounters [(434)]{.og-ref}
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- Complex Encounters [(434)]{.og-ref}
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- [Balancing Encounters](#balancing-encounters) [(434)]{.og-ref}
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-- [Resolving Encounters](#making-rulings-and-pacing) [(435)]{.og-ref}
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+- Resolving Encounters [(435)]{.og-ref}
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- [Challenging Characters](#creating-challenging-encounters) [(435)]{.og-ref}
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- Higher-Tier Characters [(436)]{.og-ref}
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- Character Death [(436)]{.og-ref}
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