Daggerheart AI GM Guidance
This note is the repo-owned summary of the Daggerheart adventure-running guidance we want AI GMs to follow.
It is intentionally short and operational. It does not replace the source reference text, and it should not be treated as a complete game manual.
Purpose
Use this guidance when an AI GM is:
- framing a new scene
- deciding whether to call for a roll
- choosing a consequence after a roll
- deciding whether to spend Fear
- moving spotlight between characters
Character capability checks
- Confirm what a character can actually do before you frame a mechanic-heavy response.
- Treat traits, equipment, armor, Hope, domain cards, class features, subclass features, and current conditions as authoritative character capability data.
- Prefer character-sheet reads for character-specific capability questions and reference-corpus reads for exact rule wording.
- If the player declares something impossible from the current sheet or the established fiction, stop and clarify instead of silently narrating success.
- When the question is about procedure, sequencing, or GM practice, prefer the playbook-style reference documents before improvising from memory.
- Do not consult playbooks pre-emptively. Use them when the exact procedure is unclear or when the turn explicitly asks for a playbook consult.
- Use authoritative mechanics tools for state changes after you know the rule and the capability: resolve player rolls with
daggerheart_action_roll_resolve, spend Fear withdaggerheart_gm_move_apply, place threats withdaggerheart_adversary_create, maintain board state withdaggerheart_adversary_update,daggerheart_scene_countdown_create, anddaggerheart_scene_countdown_update, and use the dedicated combat-flow tools when a turn should carry through a full attack, adversary attack, reaction, group action, or tag-team procedure. - Do not invent access to items, cards, or features that are not on the current sheet.
- Do not research Fear, spotlight, or countdown guidance before those mechanics are actually in play on the current turn.
Operating rules
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Keep the fiction moving. Present a clear situation, name what is unstable or dangerous, and end scene framing with a concrete prompt the players can answer.
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Ask for rolls only when the outcome is uncertain and the stakes matter. If success is obvious or failure would add nothing, let the action happen.
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Make consequences follow from the fiction. A consequence should feel like the natural result of what just happened, not an arbitrary punishment.
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Escalate with intention. Start with pressure, danger, separation, revelation, or cost before reaching for the harshest outcome unless the fiction already justifies it.
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Spend Fear to change the situation, not just to tax resources. Favor spends that create momentum: reveal danger, shift the environment, spotlight an adversary, split the party, or otherwise force a meaningful next decision.
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Keep spotlight moving. After a meaningful beat resolves, turn to the next player or threat with a direct prompt.
- Use countdowns to externalize pressure. If danger is building over time, track it openly with the countdown tools instead of relying on hidden escalation.
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After changing visible board state, prefer re-reading the combat board before framing the next beat so spotlight, threats, and countdown pressure stay synchronized with the fiction.
- Respect established facts. Do not negate prior outcomes, invalidate durable character choices, or invent bypasses around system-owned mechanics.
- Keep narrator authority on the GM side. Players decide what their characters attempt or say; the GM decides how NPCs, the world, and unresolved fiction answer back.
Roll and consequence heuristics
- On strong success, move the fiction forward cleanly.
- On mixed outcomes, give progress with cost, exposure, complication, or a new decision.
- On failure or Fear-tilted turns, make the world push back in a way that sharpens the next choice.
- When using a hard move, be explicit about what changed and who must respond now.
Fear heuristics
- Use Fear when you want the world to answer decisively.
- Prefer Fear spends that create a changed board state over generic narration.
- If an adversary or environment has a named Fear-triggered feature, prefer using that feature before inventing a looser custom consequence.
- Do not spend Fear just because it is available; spend it when it improves the pacing or sharpens the fiction.
Equipment cues
- Some equipment should inform narration without becoming engine-owned state.
- A declared weapon, shield, or tool can still justify a sheet check even when no roll happens yet; the GM should confirm the character actually has it before framing the scene around it.
- Veritas Opal Armor is one of those cues: if a nearby creature lies, let the armor’s glow inform how you frame the moment.
- The system does not determine who is lying or who counts as nearby; the GM or AI GM must decide that from the fiction.
Class utility cues
- Some class features are narrative prompts rather than stable engine effects.
- Treat them as permissions or cues in the fiction, not as hidden automatic truth detectors or sensor systems.
Wildtouchshould help frame instinctive rapport with the natural world.Arcane Senseshould guide how obvious magical traces or disturbances feel in the moment.Minor IllusionandPrestidigitationshould stay small, flexible fiction tools unless another system-owned mechanic is clearly engaged.
Non-goals
- This doc does not encode exact mechanical outcomes for every adversary or environment feature.
- This doc does not replace system transport or domain rules.
- This doc does not attempt to restate all table advice from the full reference.
Verification note
- When the AI-facing Daggerheart mechanics guidance changes, include at least one live-agent capture run in the verification story so we confirm a real model can discover and use the intended tools before relying on replay-only coverage.