The Rules
Every chapter, in book order. They’re the master copy, so they’re always the current rules.
Part I
Play
Thirteen chapters. Everything you need to sit down and play tonight, plus journeys, ruins and mysteries.
Part II
The Table
Six chapters on running a table that’s safe and works for everyone, a session that has a shape, and a campaign that grows.
Part III
The GM
Five chapters on the GM’s craft.
Part IV
The World
Six chapters: the GM’s toolbox for building a place and filling it, five frames to choose a world from, and twenty places ready to drop in.
Part V
Appendices & Index
Six appendices and a full index.