Guide ChapterPlayer Path

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  1. issue-438-core-play-guide: Added a reader-facing core play guide that teaches table loop, player-referee handoff, and reference use while preserving source boundaries for checks, combat, magic, recovery, and advancement.

Core Play

EldritchDark moves like an investigation under bad weather. The referee puts a case, room, witness, debt, or omen in front of the table. Players ask what they can notice, what they can reach, and what will happen if they push harder.

The game starts to move when someone says what they do under pressure. The table follows the action, uses a rule or reference when the answer needs one, then lets the answer change the next choice.

The Table Loop

Frame the scene first. The referee says where the investigators are, what they can perceive, who wants something, and what danger or pressure is close enough to matter.

Players ask questions next. A useful question points at the fiction: the smell in the hallway, the locked drawer, the missing witness, the weapon under the coat, the hymn nobody admits to knowing.

Then a player declares an action. Say the intent clearly: what the character is trying to change, what they are using, and what risk they are willing to take. The sheet, gear, job, bloodline, worship, or magic-adjacent record can all matter here, but the action should still sound like something a person does in the room.

The table answers the action. If the outcome is clear, say what happens and move on. If a page names an exact rule, check that page and bring the result back into the scene. If the table needs a ruling, the referee states the risk, listens for intent, makes the narrow call, and lets the consequence stand.

The consequence becomes the next frame. A clue opens a door. Noise draws attention. A bargain makes a friend or creditor. A wound, omen, spell, or broken tool changes what the next safe choice costs.

Characters In The Loop

Players bring investigators into the loop. The character guide and creator make the sheet usable before play. At the table, the sheet is a set of handles: job for approach, bloodline for pressure and recognition, identity and worship for social cost, gear for preparation, and magic-adjacent entries for the unnatural work no sane person calls routine.

When a scene turns uncertain, start with intent. "I search the desk before the landlord returns" is better than "I roll." The referee can answer with discovery, danger, a rule lookup, or a ruling because the table knows what the investigator is trying to change.

When A Rule Matters

Use a reference after the scene asks for it. Open a job page when a job talent or spellcasting entry matters. Open a bloodline record when ancestry changes a choice. Open gear, weapon, worship, or bauble references when an exact entry, property, price, damage line, or temporary effect decides the answer.

Some terms point at exact records. A job is the character's Weird Age work. A bloodline or ancestry is the mark carried in the body, family, or rumor. Worship and identity are social and spiritual commitments before they become dangerous. A magic bauble is an object with a limited unnatural use. Keep those terms tied to the pages that define them.

For checks, danger, combat sequence, recovery, rest, death, downtime, and advancement, open Rules at the Table before turning a special case into a general rule. Job and item records can name local cases, but a single record is not a universal rule for the whole game.

Danger, Pressure, And Conflict

Danger should be visible before it lands. The referee shows what is wrong with the room, who is closing in, what delay costs, or what bargain has teeth. Players answer by asking sharper questions, moving closer, spending resources, or backing away before the consequence arrives.

Conflict is still a scene, not a separate language. Say who is exposed, what they want, what can hurt them, and what changes if they win, lose, flee, or hesitate. Weapons and armor give exact entries, but the table still needs clear position, intent, and stakes before numbers matter.

Gear And Magic

Gear enters play when a player uses it to change the scene. A flashlight makes the far wall answerable. A coat, lockpick, weapon, receipt, charm, or strange little object gives the referee something concrete to honor or threaten. Use the gear references for exact values instead of carrying them in memory.

Magic enters play through jobs, baubles, gifts, and unnatural bargains. Use the magic guide to find the right job or bauble reference, then read the exact entry at the table. Broad spellcasting, spell-list, and spell-failure procedure belongs to the source your table is using for that rule.

After The Danger

After a dangerous scene, clean up only what the rules in front of the table actually cover. Mark spent gear, wounds, debts, discoveries, changed relationships, magic effects, and open questions. If a rest, recovery, death, or leveling rule is named by the page you are using, apply that rule and keep the result on the sheet.

Advancement is also a table handoff, not a guess from scattered text. When a job or spellcasting record changes by level, read that record as the local truth for that character. Use the group's advancement rule for when and how the character reaches that level.

Where To Go Next

The referee guide is the next stop for preparing scenes, pressure, and consequences. Example play is the next stop for seeing the rhythm at the table. The appendix stays open for the moment when a number, record, spell, weapon, or entry decides what happens.