Group Management

=Group Management= It is not difficult to run a game. In order to simplify the work on the process, the NC needs to have a "script" first. The various events in the game must be recorded in detail in the script. This is the most indispensable tool for NC to interact with PLs. Although it sounds a bit complicated, this is the necessary procedure for the NC to play with the Dolls.

Give Them Karma
All Dolls have a Karma of "regaining their memory" right from the beginning. It can be said that this is the common goal of all Dolls. But the purpose of the Doll is not only that, but each script has its own goal that belongs to the script itself. The NC must give the PLs a new Karma "At the beginning of the Adventure Phase" and "At the beginning of the Battle Phase." Once a Karma is achieved, the corresponding "Favor" is given, which can be used to strengthen the Doll. It is important to give Karma in such a way that the PLs can easily act of their own volition.

Distinguish Phases
As explained in the previous rule introduction. Each game has three phases. The NC has an obligation to tell the PLs when switching between these phases. "The Adventure Phase" is the beginning of a session until a battle unfolds between an enemy and the Dolls. "The Battle Phase" begins at the beginning of the battle and leads to combat. When the Dolls reach the victory conditions, or if they are fleeing from the scene without being completely destroyed, it starts the "End Phase." The end of the "End Phase" is also the end of the session.

Give Information
The most important thing for the NC is to give the PLs various kinds of information. What PLs know is only about the Dolls that they control. Nothing is known about where the Dolls are located, what is going on, and so on. Therefore, it is necessary to guide the PLs into the situation through the information given by the NC. From the initial situation of the Dolls at the start of the Phase and from time to time, answer the questions from the PLs, as well as give Dolls feedback in the various actions in the plot, these must be responded to. Some ready-made scripts, although they have recorded as much as possible to try and predict the various situations that may be encountered with the group, are not necessarily complete. Whether it is the color of the walls and the floor, or the subtle odor and touch, these trivial things can't be written in the script one after the other. At this time, you must rely on the NC's judgement in that moment to give an answer. Originally, when exploring activities outside the script when it is not relevant to the plot, if it is not too much of a change it is OK to occasionally let the PLs take a slight detour. If you encounter problems that the NC can't handle or if you don't have a chance to prepare, you can't force the PLs to follow your own script. Although it is not possible to control the will of the PLs, NC is the one who is given absolute power over the world.

Determination
In addition to the decisions that will occur in the battle phase, there are various things that need to be determined in the Adventure and Ending phases.

Action Checks
In important events, the script will pre-determine the criteria for action checks, but this does not mean that the PL will not perform unexpected actions. Even if it obviously an action that seems impossible to achieve or an act that has no progress on the plot, these can be allowed, but at this time, Action Checks must be made. For example, when the PL asks to investigate something, especially in a room where there is nothing at all. Even if the roll is successful, the NC can say "Nothing is found" to the PL. However, it is ok to give a special description without affecting the main line. In particular, when it comes to situations involving "Memory fragments" or "treasures," giving a dramatic answer has a good effect on the group. As for adjustments on Action Checks, as long as you are not used to it, not adjusting the difficulty is fine; that is, the correction value falls on ±0. If you have gotten used to it, you can adjust it as it fits the situation.

Madness Checks
Basically, these will only be made when the script calls for it. However, if the PLs’ own decisions result in a situation where they gained deeper understanding and knowledge, giving them more Madness Points than originally expected is fine. In addition, if this stress is caused by the actions of the Doll itself, it could cause tragedy or frenzy. At this time, the NC should have Madness Checks be made without hesitation.

Conversation Checks
This check is mainly an action that can be performed when a PL declares it. Generally speaking, the NC does not actively help the Doll to make a Conversation Check. After the PL announce the conversation check, the NC can accept the PL's decision, unless it is at an inappropriate time or when there are more important conditions. However, although PL have to announce these checks on their own initiative, it does not mean that the NC should leave them alone on this through the entire game. Before running the game, be sure to tell all the participants about this, because it is about the relationship between the PLs’ own rights and interests. This must not be forgotten. In addition, in the game, the NC should actively encourage PLs’ who don’t find opportunities to make conversation checks. Then, if it is good play, when the players are engaged, you can wait until the players have finished with their roleplay before making the Conversation Check roll. (You might also allow checks with multiple targets or multiple checks at once.) If you think a PL’s roleplaying is great, you can give a bonus ranging from +1 to +3 on the Conversation Check as a play bonus. Most of the conditions are mainly +1. The condition of a +3 bonus should be rare, and it is better to try not to have it appear too many times in a session. In addition, the upper limit of Madness points removed is limited by the number of "Memory Fragments." It is possible to reach this upper limit in each phase. Whether it is the NC or the PL itself, you must pay attention to this. (This also means that the Conversation Check is not an action that can be performed indefinitely.) Regarding the situation of good play: Although the PL is encouraged to roleplay, this does not mean that the PL should make the others uncomfortable. It is very important to not simply bury yourself in imagination and not to control other people's ideas. This tendency would be fine for a Doll, but not for a PL and you must ask them to exercise self-restraint. If the situation does not improve, the NC can also refuse to accept a Conversation Check.

Rulings
NC is the ruler of the Nechronica world. The NC has the right to final judgement on events. Therefore, as the NC, you must read the rules well. A PL that participates in the game can be a newcomer to the rules for the first time, but the NC can't. Therefore, it is the first task of the NC to read the rules (this must be understood before the stage of making the Dolls). Of course, reading the rules well does not mean that you have to know everything perfectly. But if you can’t quickly find rules that you use often, the rhythm of play will be disturbed. The rules here are Nechronica's game guidelines. Sometimes the decisions of the NC will be larger than the rules themselves. Specifically, in the game, if you interpreted or executed the rules wrongly, you shall not turn back time and play the situation again. After you find the problem, it it will be fine to correct it next time. Even the loopholes in the rules themselves do not mean that half of the game should be made pointless. In addition, even if it is an indication in the rule, if the NC itself judges that the rule appears to be quite redundant, it can be omitted. The NC does not have to be constantly bound by rules and adjustments can be made at depending on the situation. On taking your own judgement as a priority: Of course, there are different conclusions depending on the situation or occasion, but this does not mean that the NC can completely ignore the rules, and everything acts according to the NC's own ideas. (If this is the case, then there is no need for the rules to exist.)

Playing the Enemy
It is one of the most important tasks of the NC to let the enemies of the Dolls appear, act, and attack the Dolls. A variety of enemies and how to use them is explained in a different chapter. For detailed strategies, refer to that. In the midst of the battle, if you give the Dolls too much leeway, you will feel no tension. However, the Necromancer's own goal is to watch the Dolls’ endless torture, instead of utterly annihilating them. The NC needs to do a balanced design in combat. Don't focus too much on the weak, single Dolls and try to be equal with your attacks. To be equal with attacks: This is not to say that you should completely avoid the weak Doll and not let the Doll be attacked. If possible, try to give a more average and random attack within your range. Seeing it as giving out highlights equally, you might target Dolls that dealt the most damage with priority.

Give Rewards
In order to not let the Dolls collapse and completely lose their hope of survival, NC needs to give a variety of rewards to encourage them to move forward. Such a reward is not only good for defeating the enemy, but also for the various dramatic developments in the game. "Memory Fragments," "Treasures," "Parts," "Fetters" and "Favor" are all things that can be rewarded. The number and content of these awards, as well when they are given, must be carefully considered when compiling the script. In addition, the timing of rewards is mostly in the Adventure and End phases. As for how much Favor to give out each session, see here:

Of course, the more Karma you give, and the easier these are to achieve, the more Favor the Dolls will earn. It is also a way to control the speed at which the Dolls grow, depending on how much Favor they earn.