The GM shapes the world, presents danger honestly, and stays neutral. This section provides principles, guidance, and tools for running Bright‑Dark with fairness, empathy, and emotional clarity.
GAME MASTER SECTION
TONE GUIDANCE
Bright-Dark’s tone is human-scale danger in a wounded world. The GM's role in portraying that world is to preserve that tone.
How to Maintain Tone
- Violence is costly. Even winning hurts. Even surviving leaves marks.
- Creatures feel fear. Morale checks matter. Surrender is common. Fleeing is natural.
- Magic is powerful but unstable. Critical hits and fumbles should feel emotional, not mechanical.
- Hope is fragile. Light Bonuses matter because they represent real courage.
- Darkness is seductive. Darkness Penalties matter because fear and despair change outcomes.
- The world is wounded. Environments are broken, strange, or scarred.
- Encounters reflect that.
- Reaction rolls make new NPCs unpredictable. The players will not get too comfortable.
- Avoid distractions. Checking phones, side conversations, and discussing rules breaks immersion and tension.
Tone is present in the rules and mechanics but not enforced by them. Tone can only succeed when the participants at the table are invested.
Show Lightly, Tell Lightly
The GM should reveal the world’s wounds through small details, quiet moments, and honest consequences, not through speeches or heavy-handed narration. Trust players to feel the tone on their own. Bright-Dark works best when the GM offers just enough to guide the mood and lets the players meet the story halfway.
In other words, show enough, tell enough.
ENCOUNTER DESIGN
Bright-Dark encounters are not balanced set-piece encounters. They are situations; moments of danger, emotion, and uncertainty. The GM’s job is not to create “fair fights,” but to create meaningful choices.
Principles of Encounter Design
- Encounters are problems, not battles. Most fights can be avoided, escaped, or resolved through mercy or parley.
- Danger is real. Even a single creature can threaten a group if the fiction supports it.
- Use the environment. Tight spaces, unstable ground, darkness, noise, and obstacles matter more than stat blocks.
- Let players see danger coming. Foreshadowing gives them agency: they choose whether to engage.
- Encounters escalate emotionally, not numerically. A wounded creature becoming desperate is more interesting than adding reinforcements.
Encounter Types
- Ambushes: Sudden, frightening, chaotic.
- Standoffs: Tense, slow, full of negotiation.
- Hunts: Pursuit, fear, exhaustion.
- Desperate Battles: Rare, brutal, short.
When to Call for a Morale Check
Please use Morale Checks! Use when:
- Half the NPCs are down
- Half the NPCs collective health is missing
- The leader falls
- The environment shifts (fire, collapse, darkness)
- The PCs do something terrifying or awe-inspiring
Morale checks keep encounters from becoming grindy and reinforce the emotional realism of combat.
RUNNING WOUNDED BEINGS
Wounded beings are not monsters. They are creatures shaped by pain, fear, hunger, or corruption. They behave like animals, spirits, or people under duress.
Principles for Running Wounded Beings
- They avoid pain. They do not fight to the death unless cornered or compelled.
- They communicate. Growls, gestures, posture, cries, or magic can all be communication.
- They escalate unpredictably. A wounded being may suddenly flee, lash out, freeze, or plead.
- They respond to emotion. Fear, anger, calm, or compassion can change their behavior.
- They have motives. Hunger, territory, fear, protection, grief, corruption.
GM Guidance
Describe wounded beings as living, not as stat blocks. Let players feel the tension of fighting something that doesn’t want to die. This reinforces Bright-Dark’s emotional core: Violence is never simple.
SOCIAL INTERACTION GUIDANCE
In Bright-Dark, social interaction is just exploration and discovery of a character through conversation. Even dangerous creatures do not make violence their first choice and may be open to communication. They're not morally evil; They're complex, layered, and hurting. Your job as GM is to portray a character in a way that allows the players to figure them out.
Two Kinds of NPCs
There are two kinds of NPCs. Simple NPCs and Complex NPCs.
- Simple NPCs are shallow and generic. They don't have depth or complexity. They have first names, one or two-note personalities, basic physical descriptions, jobs, etc. These things let you run an NPC functionally and create the illusion that this is a real character. They are the ones who run shops, serve drinks, and occupy taverns. Recurring Simple NPCs can develop complexity over time.
- Complex NPCs have layers. How many layers depends on your game's needs and your abilities. Complex NPCs are important main characters such as mentors, patrons, allies, rivals, sidekicks, local authority figures, minor villains, and major villains.
Simple NPCs can, but do not often challenge players, and conversations with them often have low to no stakes.
Complex NPCs don't need to challenge players, or they can offer varying challenge that ranges from reluctance to help, making unfair requests, posing dilemmas, acting as obstacles who can't be reasoned with, or serving as the engine that drives the conflict in the adventure.
A Complex NPCs has:
- A goal: Something they want. This is their source of hope, and lacking it is also their source of fear, temptation, or despair.
- A wound: An emotional injury due to a past trauma. If the wound is unfair or undeserved, the NPC becomes more sympathetic. This is their grief and their darkness.
- A shield: This is a metaphorical shield. Conceptually, it is a coping or defense mechanism that protects the NPC from the pain of the wound, but ironically also protects the wound from anyone trying to heal it. The NPC may not be aware of their own shield. When their wound is touched, the shield raises. In practice, it appears as a behavior or a belief: Avoiding responsibility, blaming others, justifying harming, withdrawing, or lashing out.
- Redeeming traits: Qualities that make the NPC likeable or valuable, even if the NPC is dangerous or destructive. This is their light. Show this through small kindnesses, quiet courage, or their meaningful connections.
- An external obstacle: Something outside the NPC, often personified as another character, that prevents the NPC from achieving their goal.
As a GM, understanding this checklist will help you to conceive of complex NPCs who feel human, wounded, and worth engaging with. These are things you should be revealing to players your portrayal and descriptions of NPCs. As a general rule, complex NPC traits should be discovered, not announced. Hint at this information or imply it rather than explicitly state it, unless the fiction demands it!
The implicit gameplay loop of conversations is asking questions to learn what people need, make an offer, hear their objections and adjust the offer. Feel free to explain that right away! Observant an emotionally aware players may pick up on complex NPC traits, but they may not know what to do with them. That's where the next section comes in.
Ending Conflicts with Complex NPCs
Here are several actionable ways players can confront complex NPCs and try to resolve their conflicts. If players can't figure these things out, it's more than OK to communicate them through other NPCs! Thus, connections with the world are reinforced.
Healing the Wound: Some NPCs keep their wound a carefully guarded secret. Some NPCs bear their wound openly. If the players can identify the wound, they may be able to heal it. Wounds can be caused by broken things that must be fixed, soiled things that must be cleaned, lost things that must be returned, secrets that must uncovered, a rot that needs purified or purged, truths that must be spoken, or injustices that must be righted.
Removing the Shield: The shield is not an obstacle for the PCs, it's an obstacle for the NPC. If the NPC becomes aware of their shield, they may lower it and face their wound. The wound remains, but the conflict softens.
Assisting with the Goal: The NPC's unfulfilled goal is the source of hope but simultaneously the source of despair. Fulfilling the NPCs Goal, or giving them a way to do it themselves, does not heal the NPC but can resolve some conflict.
Appealing to Redeeming Traits: Redeeming traits are their light. Players can appeal to these to resolve or suspend conflict.
- Appeal to their connections: Ask them to think about what their loved ones would want from them.
- Appeal to their virtues. Remind them of what they believe in and why it's valuable.
- Appeal to their legacy: Remind them of what they've accomplished and how it's been a light for someone else.
- Appeal to their purpose: Remind them of what they're here for and how they've strayed.
Clearing the Obstacle: If the players can identify the NPCs goal, then they may also identify the obstacle preventing it. Removing the obstacle resolves part of the conflict.
Violence: This option should be the last resort. It means risking harm or death to slay something that might not deserve being slain. If players choose violence, go to combat, but the social encounter is not suspended or ended. Meaningful conversation can still occur in fragments on each side's turn. When violence is presented as an option, think of a cost. Who does this cost hurt and how? How will this affect the players?
Creativity is not about creatively bending rules; it’s about bending the fiction.
PACING
Pace means the speed at which the story unfolds. It's about how fast or how slow we find out what happens next. You can alternate slow and fast pacing. Here are some general tips to keep the pace lively:
- Longer descriptions = slow pace; Shorter Description = fast pace. Description length can create atmosphere. Use longer descriptions to establish a new scene or to introduce something big and meaningful. Use shorter, punchier descriptions to everything else.
- Resolve Player Actions Generously. When players describe what they do and how, if it reasonably satisfies the what the character needs to do to advance the scene, let it happen. Otherwise, the scene drags.
- Design Simplicity: Players can get stuck on the simplest things. Making challenges more complex can make them interesting, but not everything needs to be complex.
- Blow Something Up, Explain it Later. Inject energy. If the scene or story is stuck or boring, make something happen and find an explanation for it later.
- Timers. Add a ticking clock. Something needs to happen now or very, very soon. This encourages urgency and faster decision making.
- Scene Size: Smaller scenes with fewer characters, fewer problems, and fewer choices go fast; Larger scenes with many characters, multiple threads, drag. If a scene drags, collapse it.
- Cut on a Choice: When the players make a choice, end the scene. Don't linger on the logistics. Simply a scene's resolution.
- NPCs. NPCs who demand attention can slow a scene down. NPCs who demand action can speed it up.
- Offer Two Clear Choices. Complexity slows the game down. Simplicity permits speed.
- Ask Direct Questions. What do you do next? If players drift, rein them in by reiterating the situation, its stakes, the perceived options, and ask what players do?
- Summarize the Move. Cut off long discussion. It sounds like you want to do X. Let's go.
- Hard Cuts and Soft Transitions. Jump straight to the next meaningful moment or scene for speed. Describe how they get there to slow it down.
- Let emotional Scenes breath. Use silence.
- Speed Up Logistics like shopping.
RULINGS
The GM's job is to act as a referee and make rulings in a game where the rules are intentionally left open-ended in many places. A ruling is a decision about what works and what doesn't, and the outcome. Your criteria is "how would this work in real life?" In otherwards, realism as a baseline for difficulty and logic. This keeps the game intuitive for all participants. No one should ask if the rules permit an action, they only need to ask if the logic of the setting and the fiction permits it, and the answer should be easy.
Evaluating Difficulty or Target Numbers (TN)
Assume that player characters are adventurers who are competent at basic adventuring things like tying knots, climbing rope, starting campfires, dressing wounds, using peasant or improvised weapons, and riding horses. They're generalists who have learned a little bit of everything.
Consider the difficulty of general actions based on how likely they would succeed in real life if an ordinary person were to attempt it rather than assign a difficulty to design a challenging game. Don't be afraid to decide that a general action without tension or consequences should succeed automatically.
In addition to being generalists, characters may have specialties. Allow character concepts, attributes, and/or talents define this. Basic competency at some disciplines demands a prerequisite advanced knowledge, refined skill, or extensive training such that an ordinary person without it cannot perform the action. Consider mathematics, surgery, engineering, crafting of quality goods, deciphering languages, or magic as examples of this. Use your judgment.
In effect, there is no class or skill system. There is only the logic of the character in the story. What suits the logic of your setting is your criteria for limitations.
Adjudicating Creativity
Bright-Dark thrives when players think creatively. The GM’s job is to reward creativity, not punish it with mechanical strictness.
Principles
- Say yes, then shape the fiction. If a player tries something clever, let it matter.
- Use situational modifiers, not new rules. +1 or –1 is enough to represent cleverness or difficulty.
- Let the environment respond. Creative actions often change terrain, morale, or positioning.
- Avoid mechanical mini-games. Don’t create subsystems for climbing, grappling, or trick shots. Use the core mechanic and move on.
- Reward intent. Encourage using empathy. If a player describes a careful, thoughtful action, give them a Light Bonus. If they act recklessly or emotionally, consider a Dark Penalty.
Examples
- Using a cloak to blind a creature: Situational +1 to hit it, it hits at -1
- Throwing sand to distract: creature clears eyes for a round, loses track of players
- Singing to calm a spirit: Emotion roll with Light Bonus
- Charging recklessly: attack roll with Dark Penalty
- Using terrain cleverly: advantage in positioning or Defense TN
HOW TO PREP & RUN BRIGHT-DARK ADVENTURES
Preparation
The GM prepares the setting and the people who live there, not the story. The adventure should contain:
- A Settlement, a Dungeon, and the Wilderness in between are the core assets of the average adventure. Not all adventures have all three and sometimes they blend together. For example, a dungeon beneath a settlement has no wilderness. A wilderness shrine may function as both settlement and dungeon.
- Opportunities for players to pursue their own goals, or to take steps on the path. Prepare ways for the players to discover these organically in play through rumors, NPCs, strange events, etc.
- Obstacles, including people or situations that get in the players' way. They could reflect the world's wound or local tensions.
- Key NPCs who can help the player characters in small ways by directing them to opportunities, or who can warn them of obstacles and provide hints on how to handle them. Remember that they are affected by the world's wound.
- The World's Wound. Always prep content around the wound. Let the wound inform ideas. Always include subtle reminders for players such as a server who has lost family, an ex-soldier who can't sleep, a merchant who's made money but lost friends, a village that's been forgotten about. These reinforce tone.
- At least one Complex NPC. Prepare one complex NPC. In game terms, this is your "boss". Any NPC can challenge the PCs, but any NPC who is going to present a major challenge should be a complex NPC.
- Stakes: This game asks you to learn what's important to your players' characters so that you can build something into your adventures that the player will care about. A character with a personal goal to pursue means an active player. If the character has no reason to be here, the player will question what they're doing there.
Running
- Subtly is your friend. Bright-Dark is not about beating players over the head with the tone. It's about hinting the tone, not announcing it. Say enough, show enough.
- Hook the Players. Present personal stakes for your player characters early. Give each character, and therefore the player, a reason to care.
- Set the players up for action. Present enough information players need so that they can start making choices in play. Give them a location with hints of a conflict and ask them what they do. Give them a chance to learn about the conflict on their own and reward it.
- Answer and Ask. Whenever you answer a dramatic question, ask a new one. If players run out of question that need answering, the game stalls. Identify the dramatic question of a scene. Then the question is answered, cut off the scene and establish a new scene with a new dramatic question.
- Pacing is about rhythm, not speed. Rhythm is the balance of descriptions and silence, tension and release. One speed is not rhythmic. Let emotional scenes linger. Simplify logistical scenes.
HOW TO USE LIGHTS, WOUNDS, AND DARKNESS
This game uses a lot of figurative language. Here's what these things mean in plain English.
- Wound = A conflict
- Light = Something that mitigates conflict
- Darkness = Something that aggravates conflict
The world's wound is an external conflict that the characters face. The character's wounds are the internal conflict they carry. Light is something that makes that conflict bearable, not better. It could be a kind friend or some intangible trait like emotional resilience. Darkness is something that makes the conflict worse. If it's a person, it's often someone who doesn't care rather than someone who actively seeks to make it worse, but there are people who do seek to make it worse.
Use literal light and darkness in your scenes and descriptions to telegraph these things to your players the way old cowboy movies stuck good guys in white hats and bad guys in black hats. Put small lights around helpful people. Put big lights around exceptionally good people. Put the dim lights and darkness around dangerous characters. Let lights flicker when things get tense or uncertain. Let them dim or go out when things go wrong. Let lights brighten in moments of emotional resolution.
Reminder: Light and dark are emotional cues, not moral cues.
HOW TO HANDLE CORRUPTION AND EMOTIONAL STAKES
Corruption in Bright-Dark is not about evil, malice, or madness, it's about giving into temptation, fear, or despair. The world's wound weights on everyone, and so does each person's own wound. Temptations offer an easy way out but at a cost. Fear makes people abandon people to preserve themselves. Despair causes people to abandon hope.
Temptation, fear, and despair have no mechanics. They describe changes in emotional states that lead to decisions, consequences, and fail states. Emotional stakes mean that the results of conflicts can cost people their kindness, courage, and hope. Losing these things is corruption.
When players fail, these are the stakes for their NPC allies. An NPC who becomes corrupted may withdraw, break, or become dangerous. An NPC enemy who becomes corrupted may escalate, lash out, or become a greater threat.
There are optional player-facing rules for this if players want player-corruption.
TAKING 10
Taking 10 means forgoing a roll of the dice and granting the player a 10. Then, add modifiers. This is intended for routine or trivial tasks where external stress or pressure is not present and for the purposes of speeding up the game.
FATE ROLL
Use a Fate Roll only when the fiction is open-ended and you genuinely don't know what happens next, or for when you want to be as surprised as the players. Roll 1d6. 1 to 3 means something unfavorable happens to the players, 4 to 6 means something favorable happens to them. Is the next door locked? Is the storm getting worse? The GM interprets. Note that the fate roll does not substitute the GM playing their characters (the NPCs).
RADIANT MOMENT (RESERVED MECHANIC)
This is your "miracle" mechanic. It represents a moment where the world responds to a character's exceptional courage, kindness, or hope. Roll 5d6, keep the highest 3 or auto-success if the TN is 14 or less.
Radiant moments are rare; big moment rare. The GM may award a radiant moment to a player when they act with hope in a bleak situation, protect someone at real personal cost, show profound kindness in a wounded world, rekindles fragile hope, or resists corruption or despair.
CORRUPTION (OPTIONAL, STORY-DRIVEN MECHANIC)
This is never a mechanic the GM imposes on the players; rather, it is a mechanic the players may invoke voluntarily as a story choice.
A character gains 1 point of corruption when they voluntarily choose a path of fear, despair, or temptation when the emotional stakes are clear. Corruption does not measure morality; it measures how heavily a character's wound is weighing on them. Corruption should be rare, meaningful, and dramatic, never punitive. Avoid corruption for tactical decisions, mistakes, or accidents.
The moment they earn a third corruption point, they face a Radiant Choice. The character confronts their wound and chooses redemption or fails. This is a player choice, not an automatic consequence.
Redemption should feel costly. It reduces corruption from 3 to 2 points (it does not reset to 0), grants a Radiant Moment, and ends the corruption arc.
Failure should feel heartbreaking. The character becomes an NPC villain, and the player must create a new character.
A character can only earn one Radiant Moment per corruption arc. A corruption arc is a story arc; it means going from 0 to 3 corruption points. Corruption below 3 points can only be reduced once per act through a single moment of radiant redemption. Routine kindness cannot reduce corruption; redemption must confront or resolve part of the character's wound.
A new corruption arc begins only when the GM judges that the story has meaningfully shifted, the character is facing new emotional stakes, and corruption is narratively appropriate again.
THE d66 TABLE (A GM TOOL)
This game does not use large dice, and so you may wonder how to create big tables. You can create a table with 1d6 which generates six items at even chances, or 2d6 which generates eleven items with rare rolls and common rolls. If this is limiting, the alternative is the d66 table. Roll two six-sided dice and read them as a two-digit number (first die is the tens place, second die is the ones place). For example, a roll of a 1 and a roll of a 2 are read as 21. You can generate thirty-six different numbers from 11 to 66, skipping numbers with 0, 7, 8, and 9. Another way to think about it is that you make six tables each with six items. Your first 1d6 roll chooses a table, your second 1d6 roll chooses an item.
If thirty-six results are too many, make the tens place roll using an improvised 1d3 where a 1-2 is treated as 1, 3-4 is treated as 2, and 5-6 is treated as 3. This gives you eighteen items with equal chances to occur. Alternatively, use an improvised 1d2 (1 to 3 = 1, 4 to 6 = 2) for a table of twelve items.
GLOSSARY OF CONDITIONS
None. Refer to the Core Mechanics section for the Situational Modifiers rule. Conditions exist in the fiction, not the rules.
MYTHIC BRIGHT-DARK (OPTIONAL EXPANSION)
Mythic Bright-Dark is the large-scale cousin of Bright-Dark. It keeps the tone’s wounded wonder, fragile hope, tragic monsters, and bittersweet endings, but expands the scope to mythic forests, ancient spirits, and ecological wounds. It is Bright-Dark with Miyazaki’s sense of scale and sacredness. If your players want an epic-scale story using bright-dark tones, this is where you go.
| Tone Element | Too Weak | Just Right | Too Strong |
|---|---|---|---|
| Light | Everyday sunlight, mundane beauty | Sacred radiance, sun-shafts through ancient trees, shimmering spirits | Blinding holiness, divine judgment, overwhelming glory |
| Emotion | Personal moodiness, small feelings | Human emotion echoed by spirits, forests, storms; grief that feels ancestral | Operatic melodrama, mythic tragedy every scene |
| Courage | Ordinary bravery, simple resolve | Courage that reconciles humans and spirits, standing between wounded forces | Heroic destiny, chosen-one arcs, epic sacrifice |
| Wonder | Pretty scenery, common magic | Ancient forests, guardian beasts, living mountains, spiritual ecology | World-breaking miracles, god-tier spectacle |
| Darkness | Simple danger, mundane threats | Curses, corruption, wounded gods, imbalanced ecosystems | Apocalyptic evil, demons, cosmic horror |
| Stakes | Personal stakes only | Human stakes that ripple into forests, rivers, spirits, seasons | World-ending stakes, continent-scale destruction |
| Mood | Pleasant fantasy, pastoral calm | Mythic melancholy, sacred quiet, awe mixed with sorrow | Oppressive mythic dread, bleak fatalism |
Download: Character Sheet