STEEL AGE
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Chapter Ten

Running the Game

Dyrhal is not a stage built for heroes. It is a hard land of thin harvests, old stone, and older grudges — a place where men sharpen axes because they must, not because it is glorious. Steel Age runs best when the world feels real, danger feels earned, and every choice carries a cost the players can see coming.

This chapter is not a speech about how to be a good GM. It is a set of tools for running Steel Age specifically — how to frame decisions, how to apply pressure without cruelty, and how to keep the fiction moving at the pace the game demands.

The Role of the GM

You are the keeper of the world — not its author, not its victor. Its keeper. Your role has three duties:

Portray the World Honestly

Speak plainly. Tell the players what their characters would reasonably sense: the bite of cold air, the distant bark of dogs, the weight of wet mail, the glint of torchlight on spearheads. Do not hide the nature of danger behind riddles. In Steel Age, the fear comes from what the players know and still choose to risk.

Apply Pressure Fairly

Dyrhal pushes back. Time runs, patrols pass, storms build, wounds throb, hunger grows sharp. Pressure is not punishment — it is the engine that makes choices matter. Apply it consistently, and players will learn to respect it.

Adjudicate Quickly and Consistently

When uncertainty matters, you choose a mechanic, set the stakes, and call for the roll. You do not stall the table searching for perfection. A good ruling made now is better than a perfect ruling made too late.

You also hold the table’s pace: when to zoom in (combat, risk, negotiation at the knife-edge), and when to zoom out (travel, routine work, safe downtime).

Adjudication Principles

Steel Age is at its best when everyone understands what is happening, what is being risked, and what the roll will decide. Use these principles as your backbone.

Speak the Situation. Ask for Intent.

Start with what is real in the fiction — then ask what the player wants. Once you know intent, method becomes clear.

The door is swollen from rain, the iron lock old but intact. You hear voices two rooms down.

What are you trying to accomplish?

If Failure Isn’t Meaningful, Don’t Roll.

Rolling is for uncertainty with consequences. If success is obvious and failure would only waste time, let it happen. No roll is not “free” — it is simply uninteresting to test.

State the Stakes Before the Roll.

A roll without stakes is gambling with confusion. Tell the player what success gets them and what failure costs them. Keep it concrete.

If you fail, you still open it — but it takes longer and the lock picks may snap.

If you fail, the sentry hears you and comes to investigate.

Let Results Change the Situation.

After the roll, something should be different: the door is open, the patrol is alerted, the group is separated, a bargain is struck, fatigue builds, a resource is spent, or time is lost. If nothing changes, the roll did not matter.

Be Consistent, Not Symmetrical.

The world is not balanced. A starving peasant and a mailed Thane are not equal. But the world is consistent: the same causes produce the same effects. Consistency is what makes players trust you.

Encounter Design & Pressure

An encounter is any scene that forces a meaningful decision under risk. Combat is only one kind. A good Steel Age encounter has three parts: a clear situation (what’s true right now), a pressure (what makes waiting or dithering costly), and a consequence (what failure or delay will change). If you have those, you have an encounter.

Encounters Are Objectives, Not Slaughter

Most fights in Dyrhal are decided by purpose. Kill is sometimes the method, rarely the goal. Common encounter goals: Escape (leave with what you came for) · Delay (hold a bridge, stall a pursuit) · Seize (a banner, a hostage, a key, a wagon) · Rescue (extract a prisoner, recover a fallen comrade) · Survive contact (endure until dawn or reinforcements) · Force terms (make the other side bargain or yield ground). Make the goal explicit in prep — even if the players discover it mid-scene.

The Steel Age “Danger Knobs”

When you want an encounter to feel sharper, turn these — and when in doubt, don’t add more rules: add pressure.

  • Numbers and angles — More bodies means more engagement threats, more fatigue, more mistakes.
  • Reach mismatch — Spears and polearms control space. Short weapons suffer unless they can close or flank.
  • Fatigue spiral — Steel Age punishes prolonged struggle. The longer it goes, the more the downward slope shows.
  • Morale and shock — Groups break. Leaders fall. Panic spreads. Morale is often the true end of a battle.
  • Terrain and visibility — Mud, snow, narrow halls, steep slopes, torchlight, fog — these define who can move, who can see, and who can commit.
  • Time pressure — Patrol cycles. Reinforcements. Dawn. A rising river. A wound that won’t stop bleeding.

Quick Encounter Templates

Use these as starting shapes.

Ambush
Situation
Unseen threat at range (Medium band or farther).
Pressure
Surprise, limited cover, bad footing.
Consequence
Immediate harm, separation, loss of supplies.
Hold the Line
Situation
Narrow pass, doorway, bridge, wagon circle.
Pressure
Fatigue over time, flanks threatened.
Consequence
Collapse, rout, trampled retreat.
The Bargain with Teeth
Situation
Negotiation where weapons are present, pride is high.
Pressure
Insult clocks, hidden witnesses, rival faction watching.
Consequence
Violence, arrest, blood-feud, loss of standing.
The Chase
Situation
Pursuit through terrain.
Pressure
Losing sight, exhaustion, splitting the party.
Consequence
Capture, ambush reversal, exhaustion penalties.

Optional GM Tool: Mooks

Use mooks for weak or low-importance opponents whose danger comes from numbers, pressure, and board presence rather than individual attrition. Good uses: rabble, levy troops, weak undead, tunnel vermin, frightened retainers. Do not use mooks for elites, named foes, or monsters meant to anchor a scene.

State Track: Fighting (no penalties) · Struggling (meaningfully hurt; −1 on rolls) · Incapacitated (down, dead, or fled).

How Mooks Go Down: First hit with any Health loss → Struggling. Second hit → Incapacitated. Any single hit of 3+ Health loss → Incapacitated immediately. Hits with no Health loss don't change state.

Mooks still occupy space, create Engagement, contribute to Swarmed, and count for morale. When running groups, roll once for a cluster, use one morale result, and describe incapacitation flexibly. The goal is to make large fights playable — not to make mooks harmless.

Challenge & Stakes Toolkit

A GM’s greatest power isn’t a monster. It’s deciding what is uncertain, and what failure means. Resolve actions using the simplest tool that fits.

Choose Your Resolution Mode

Mode 1
No Roll
Action is routine, no meaningful pressure, failure would only waste table time.
Mode 2
Challenge Mark
The world is the obstacle. Uncertainty matters. No creature actively contesting the attempt.
Mode 3
Defense Score
Another creature’s active resistance is the obstacle. Defender does not roll — they set a Defense Score.

The Challenge Mark Scale (CM)

The acting character must exceed the CM. Ties favor the world. Start at CM 8, then adjust for tools, time, position, light, weather, and help.

CMDifficulty
CM 6Routine under pressure
CM 8Standard challenge
CM 10Hard
CM 12Severe
CM 14Extreme
CM 16Legendary
CM 17 (Optional)Mythic — only attemptable with exceptional leverage

Set the Stakes Before the Roll

Always tell the player what the roll decides: Success = what you get · Failure = what you lose or what changes against you. Failure does not need to mean “no.” In Steel Age, failure is often yes, but…

A Cost Menu for Meaningful Failure

When you want failure to move the scene forward, choose one:

Time — the patrol comes closer; the storm arrives
Noise/attention — someone hears; tracks become obvious
Position — worse footing; forced into engagement; lose cover
Fatigue — effort, panic, overexertion
Resources — supplies, ammo, tools, light sources
Separation — the party splits; someone falls behind
Injury — a cut, a twisted ankle, a broken finger
Complication — it works, but creates a new problem

Choose the cost that best fits the fiction and keeps the pressure honest.

Quick Guidance for Defense Scores

Defense Score = Base Score + Attribute Modifier + Skill Modifier (if applicable)

  • 6 — Favorable (darkness, heavy cover, distracted or intoxicated target)
  • 8 — Neutral (typical conditions, alert but not suspicious)
  • 10 — Unfavorable (bright light, open ground, suspicious or actively alert)

Acting character must exceed the Defense Score. Ties favor the defender.

Example: The Toolkit in Play

The party needs to reach the granary before the Baron’s men seal it. Three obstacles stand between them and the door.

Obstacle 1 — The Locked Gate (Mode 2: Challenge Mark)
Kesta wants to force the gate latch with a blade. The GM sets stakes: Success — gate opens quietly. Failure — the latch breaks loudly, drawing attention from the yard. CM 10 (hard, working fast in the dark). Kesta rolls and fails by 2. The GM picks Noise/Attention from the cost menu — the latch snaps. A guard in the yard looks up.

Obstacle 2 — The Guard (Mode 3: Defense Score)
Viktor tries to talk him down — claiming they are contracted inspectors. The GM sets stakes: Success — the guard is uncertain enough to let them pass. Failure — he calls for backup. The guard is suspicious: Defense Score 12. Viktor rolls and ties — ties favor the defender. The GM picks Time — the guard doesn’t call out yet, but he’s reaching for his horn. One round to act.

Obstacle 3 — The Door (Mode 1: No Roll)
Freyja has already moved to the granary door while Viktor talked. The door is unbarred. The GM rules no roll needed — no meaningful pressure, failure would only waste time. The door opens.

Results: Mode 1 kept a trivial action trivial. Mode 2 used a cost to complicate without stopping progress. Mode 3 created new pressure instead of a hard stop.

Environmental Challenges & Clocks

Dyrhal is a weapon. Use it. Environmental pressure should limit information, restrict movement, drain time, raise fatigue, or create hard choices.

Visibility and Light

Light is not flavor. It determines what can be attempted. Use the same visibility tiers defined in Chapter VII:

  • Clear: no special penalties; distant movement can be read.
  • Low: details are uncertain; stealth and surprise become sharper.
  • Poor: only silhouettes and motion are clear; ambush becomes common.
  • None: characters cannot see without light.

When light is poor, you don’t need a dozen modifiers. Raise the Challenge Mark, raise the Base Score in defended checks, impose a situational penalty when it matters, or change what information players receive.

Terrain

Terrain shapes who can create engagement, who can keep control, and how hard it is to earn space under pressure (see Chapter IV: Combat). Use it to set CMs and justify situational modifiers.

Mud / Snow
Slower movement, more fatigue, more slips.
Rubble / Undergrowth
Broken lines of sight, noisy travel, easier ambush.
Narrow Spaces
Shields and spears dominate; flanking is harder but collapse is deadly.
Steep Slopes / Ice
Movement becomes a test; retreat becomes dangerous.

Weather

Weather is time pressure you can see coming.

Rain
Dulls sound, ruins footing, soaks cord and cloth, makes fire unreliable.
Wind
Carries voices, snuffs light, disrupts missile fire, spreads smoke.
Snow
Slows travel, hides tracks briefly — then preserves them perfectly.
Fog
Collapses sight to nearest range bands; threats appear suddenly.

Crowds and Chaos

Markets, festivals, refugee columns, war camps — crowds hide movement, blur identity, and make violence consequential. Pressure options: witnesses · guards within moments · stampede risk · reputation loss · separation.

Pressure Clocks (Use Them Often)

A pressure clock is simply: In X time, Y happens. Announce clocks openly. Dyrhal is cruel enough without hidden timers.

Patrol returns in 1 Adventuring Turn
Torch burns out in 3 segments
The tide rises in 1 hour
Reinforcements arrive at dawn

Worked Examples

Each of these shows the same rhythm: situation → mode → stakes → resolution.

1 — Lock Under Patrol Pressure (Challenge Mark)

Situation: A swollen wooden door, old iron lock. Footsteps echo nearby.

Mode: Unopposed Skill Check (CM).

CM: 10 (serious obstacle, wet conditions, time pressure).

Stakes: Success opens the door quietly. Failure opens it slowly and loudly; the patrol turns toward you.

Result: If they fail, the door still yields — but now the clock accelerates.

2 — Stealth in Torchlight on Wet Ground (Defense Score)

Situation: Two guards at a gate, torches up, puddles on stone.

Mode: Defended Skill Check (Defense Score).

Defense Score: 10 (alert guards + torchlight + noisy footing).

Stakes: Success gets you past unseen. Failure means a challenge shout and pursuit.

Result: On failure, decide: do they spot the whole group, or only the last mover?

3 — Climbing in Rain with Armor (Challenge Mark + Cost)

Situation: A low keep wall slick with rain. Mail drags.

Mode: Unopposed Skill Check (CM).

CM: 10 (hard but doable), or 12 if rushed.

Stakes: Success gets you up. Failure means you still climb — but take Fatigue and make noise, or slip and lose gear.

Result: If they insist on speed, raise the Mark and sharpen the cost.

4 — Tracking Before Nightfall (Challenge Mark + Clock)

Situation: Fresh prints in soft earth. Wind rising. Night is coming.

Mode: Unopposed Skill Check (CM).

CM: 8 in good conditions, 10 if ground turns stony or rain starts.

Clock: Two segments before darkness.

Stakes: Success keeps the trail. Failure loses time; the trail weakens and the Mark rises next attempt.

Result: Even success may cost time — tracking is slow by nature.

5 — Talking Down a Gate-Sergeant (Defense Score)

Situation: You arrive armed, wet, and unknown. The sergeant has orders.

Mode: Defended Skill Check (Defense Score).

Defense Score: 8 (neutral) · 10 (suspicious) · 12 (orders + prior trouble).

Stakes: Success gets entry. Failure gets delay, search, or refusal — and someone fetches a superior.

Result: Failure doesn’t need to end the scene; it can change the price.

6 — Treating a Wound with Poor Tools (CM + Consequence)

Situation: A deep cut, bad light, no clean water.

Mode: Unopposed Skill Check (CM).

CM: 10 (poor conditions).

Stakes: Success stabilizes cleanly. Failure stabilizes — but infection risk rises or extra time is required.

Result: The character lives either way — but the campaign now has a lingering threat.

7 — Spotting an Ambush at Range (Defense Score)

Situation: A wooded trail, too quiet, a bend ahead.

Mode: Defended Skill Check (Defense Score).

Defense Score: 10 (prepared) · 8 (sloppy) · 12 (elite).

Stakes: Success means you notice signs early (choose position). Failure means the ambush begins on their terms.

Result: Success should grant agency, not just a bonus — retreat, conceal, or rush the bend.

8 — Crossing a River in a Storm (CM + Pressure)

Situation: Cold water, rising current, gear heavy.

Mode: Unopposed Skill Check (CM) with a clock.

CM: 10 (normal) · 12 (storm surge).

Clock: In one segment the current worsens.

Stakes: Failure costs gear, fatigue, or separation — someone is swept downstream.

Result: If separation occurs, zoom in on the rescue; that’s the encounter.

Rulings and Consistency

Even a clean ruleset cannot cover every edge case. Steel Age expects you to make rulings. The goal is not to be right. The goal is to be steady.

Make the Call. Write It Down.

When something isn’t covered: pick the nearest existing mechanic, set stakes, roll if needed, and move on. Then write one sentence in your GM notes: “We ruled X as Y.” If it comes up again, you already have an answer.

A Simple Hierarchy for Rulings

When you’re unsure, follow this order:

  • The written rule.
  • Specific beats general.
  • Table precedent (what you already ruled before).
  • Fictional truth (what makes sense in-world).
  • GM ruling (choose and keep it).

When to Revise a Ruling

You can change a ruling — but do it between sessions. Revise when it obviously breaks balance, creates a loophole that will warp play, or contradicts a core procedure. When you revise, say it plainly at the start of the next session:

“We ruled X last time. Going forward we’ll do Y instead.”

That’s enough. No debate required.

A Final Note on FairnessSteel Age is harsh, but it should never feel arbitrary. If the players take sensible precautions, reward them with clearer information, lower Challenge Marks, better positions, or smaller costs. If they rush, ignore warning signs, or bleed time, let Dyrhal answer in the only language it speaks: pressure, consequence, and the cold truth of what happens next.

Milestones

Steel Age does not count experience points. It counts chapters.

A milestone is the moment when a chapter of play closes — when the party has done enough that the world around them is genuinely different from how it was. When that moment arrives, the GM calls it, and every character gains a milestone.

The rule in Chapter III: Character Growth, Skills and Paths handles what a milestone grants. This section tells you when to call it.

What Earns a Milestone

A milestone is earned when the party completes a meaningful objective — not a task, but a resolution. A task is something you do. A resolution is something that changes the situation.

The milestone does not require success. Dyrhal does not demand clean victories. A party that reached the bridge, held it long enough, and got two of their five people out alive has closed a chapter. Call it.

Milestone Examples

The party was hired to find the merchant’s missing factor. They found him — dead, in a cellar, with the wrong man’s seal on the letter in his coat. The GM closes the chapter. Milestone.

Three sessions of hard travel, a river crossing that nearly killed Dasha, and a border fight they almost lost. They reach Greyvast with the documents intact. Milestone.

They didn’t save the village. The raiders came and the barn burned and two families are gone. But the raider captain is dead, his crew scattered, and the threat is over. Milestone — Dyrhal does not grade on intent.

Principles

One milestone per chapter, not per session. Declare after, not during — let the moment land in fiction before calling it. Objectives should be visible before play begins; players can only complete what they understand. Not every session ends with a milestone — they carry weight because they are not given freely.

Session Zero Expectations

A grim world can be played many ways. Some tables want desperate survival. Others want grim heroism. Some want politics and bargaining more than blood. Steel Age supports them all — but only if everyone is steering toward the same kind of darkness. Before the campaign begins, take ten minutes to settle expectations. It saves hours later.

Session Zero Checklist

  • Lethality: Is retreat expected? How often do you want deaths to occur?
  • Injury & Consequence: Are you leaning toward scarred survivors or frequent replacements?
  • Player vs Player: Allowed, limited, or off the table?
  • Tone: Harsh realism, mythic dread, warband brutality, court intrigue?
  • Logistics: How strict are travel, supplies, and rest?
  • Campaign Scope: A wandering band, a single barony, a war on the frontier?
Optional: Tone & Boundaries

Steel Age supports many kinds of grim play. Before the first session, agree on any themes your group does not want included, and any that should remain off-screen. This doesn’t change the rules — it prevents mismatched expectations. If a scene lands wrong, pause, rewind, and reframe, then continue.

Optional Rule

Fate Points (Mercy of the Gods)

This module slightly reduces the brutality of bad luck without removing consequences. Each character has 1 Fate Point. Spend it to reroll any one 2d6 roll — the new result must be used. Fate Points refresh after a full, uninterrupted sleep. Fate Points cannot be spent on Trauma Checks. Dyrhal allows mercy — but not escape.

The Core Procedure of Play

When you’re unsure what to do next, return to this loop. It is the spine of Steel Age.

The Loop
  1. Describe the situation.
  2. Ask for intent.
  3. Clarify approach and tools.
  4. Choose resolution mode: no roll, Challenge Mark, or Defense Score.
  5. State stakes.
  6. Roll (if needed) and interpret the result.
  7. Apply consequence and update the world.
  8. Advance time and pressure.

In Dyrhal, nothing is free. Not victory. Not mercy. Not even survival. But when the world is run with a steady hand, the players will believe in it — and belief is what turns a set of rules into a campaign people remember.

Campaign Seeds

These seeds are starting points — each one is a situation with pressure already in it. Flesh out the details to fit your barony, your players, and the tone your table has chosen.

The Disputed Ford
Two baronies claim the same river crossing. Trade has stopped. Hired swords are moving. The party arrives with a contract from one side and discovers the other side has a better case. Nothing about this is simple and both lords have the resources to make it worse.
The Rotting Road
An old imperial road has reopened after a decade of disuse. Someone has been clearing it — quietly, without announcement, and without explaining why. The work is recent. The creatures that used to hold the road are gone but not dead. They went somewhere.
The Abandoned Manor
A lord offers a land grant to anyone who can clear and hold an old fortified manor on the frontier. The structure is sound. It has water and thick walls. Three previous attempts to hold it have failed, and none of the survivors will say exactly what happened inside.
Blood Price
A merchant caravan was hit on the road. The baron whose territory it crossed wants the raiders found and the stolen goods returned. The party tracks them into the hills and finds they are not bandits. They are desperate people who made a terrible decision.
The Obelisk
A Nythrasi obelisk has begun doing something. It was inert for centuries. Now birds avoid it, livestock won’t pass within a quarter mile, and a farmhand who touched it hasn’t spoken since. The scholars who want to study it are already arguing with the priest who wants it destroyed. Something beneath it is waking up.
The Negotiation
A baron and a jarl have been bleeding each other for two seasons over a border dispute neither can afford. Both have agreed to a parley on neutral ground. The party is hired as escort and witness. On the road to the meeting, they discover someone does not want this parley to succeed.
The Broker
Someone in the settlement moves stolen goods, arranges disappearances, and brokers information between people who cannot be seen talking to each other. The party needs something only the broker can provide. Getting an audience requires a favor. And the broker, it turns out, already knows why they came.
The Thane’s Toll
A thane has begun stopping guild caravans on the road through his manor lands and collecting a toll he has no charter to levy. The guild has complained to the baron who has done nothing. The thane has hired extra men-at-arms. The party is hired to open the road — by whatever means work.
The Restless Ruin
An ancient watchtower on the edge of a thane’s manor lands has stood empty for generations. Three months ago something moved back into it. The thane’s men won’t go near it. His livestock are disappearing and his smallfolk are leaving. He needs it cleared before his manor becomes untenable — and before his baron notices how badly he has let things slip.
The Wreck
A merchant vessel ran aground on the coast two weeks ago. The cargo is still aboard — or was, until someone got there first. The ship’s factor wants to know what happened to the crew, who took the goods, and whether the storm was really why the vessel went off course. The manor nearest the wreck has been unusually quiet since it happened.
Example 2: Stealth in Torchlight on Wet Ground (Defense Score)

Situation: Two guards at a gate, torches up, puddles on stone.

Mode: Defended Skill Check (Defense Score; the defender does not roll 2d6).

Defense Score: 10 (alert guards + torchlight + noisy footing).

Stakes: Success gets you past unseen. Failure means a challenge shout and pursuit.

Result: On failure, decide: do they spot the whole group, or only the last mover?

Example 3: Climbing in Rain with Armor (Challenge Mark + Cost)

Situation: A low keep wall slick with rain. Mail drags.

Mode: Unopposed Skill Check (CM).

CM: 10 (hard but doable), or 12 if rushed.

Stakes: Success gets you up. Failure means you still climb — but take Fatigue and make noise, or slip and lose gear.

Result: If they insist on speed, raise the Mark and sharpen the cost.

Example 4: Tracking Before Nightfall (Challenge Mark with a Clock)

Situation: Fresh prints in soft earth. Wind rising. Night is coming.

Mode: Unopposed Skill Check (CM).

CM: 8 in good conditions, 10 if ground turns stony or rain starts.

Clock: You have two segments before darkness.

Stakes: Success keeps the trail. Failure loses time; the trail weakens and the Mark rises next attempt.

Result: Even success may cost time — tracking is slow by nature.

Example 5: Talking Down a Suspicious Gate-Sergeant (Defense Score)

Situation: You arrive armed, wet, and unknown. The sergeant has orders.

Mode: Defended Skill Check (Defense Score; the defender does not roll 2d6).

Defense Score: 8 (neutral) · 10 (suspicious) · 12 (orders + prior trouble).

Stakes: Success gets entry. Failure gets delay, search, or refusal — and someone goes to fetch a superior.

Result: Failure doesn’t need to end the scene; it can change the price.

Example 6: Treating a Wound with Poor Tools (Challenge Mark with Consequence)

Situation: A deep cut, bad light, no clean water.

Mode: Unopposed Skill Check (CM).

CM: 10 (poor conditions).

Stakes: Success stabilizes cleanly. Failure stabilizes — but infection risk rises or extra time is required.

Result: The character lives either way — but the campaign now has a lingering threat.

Example 7: Spotting an Ambush at Medium Range Band (Defense Score)

Situation: A wooded trail, too quiet, a bend ahead.

Mode: Defended Skill Check (Defense Score; the defender does not roll 2d6).

Defense Score: 10 (prepared ambushers) · 8 (sloppy) · 12 (elite).

Stakes: Success means you notice signs early (choose position). Failure means the ambush begins on their terms.

Result: Success should grant agency, not just a bonus — you choose: retreat, conceal, or rush the bend.

Example 8: Crossing a River as the Storm Swells (Challenge Mark + Pressure)

Situation: Cold water, rising current, gear heavy.

Mode: Unopposed Skill Check (CM) for the crossing, with a clock.

CM: 10 (normal) · 12 (storm surge).

Clock: In one segment the current worsens.

Stakes: Failure costs gear, fatigue, or separation — someone is swept downstream.

Result: If separation occurs, zoom in on the rescue; that’s the encounter.