bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<section>
<h2>DURING SESSION ZERO</h2>
<p>Once your group is ready to start a new journey in Fabula Ultima, make sure to:</p>
<ul>
<li><strong>Help everyone else.</strong> Help everyone find useful information in the book, offer ideas and prompt everyone to take this new world into their hands. You are not here to tell them a story; you are here to help them write their own.</li>
<li><strong>Ask questions.</strong> When a Player picks a certain option for their character, have them tell everyone more about it — where did they learn this? What's their combat style? Why did they choose this specific Theme? The questions provided by each Class entry can be a huge help; remember to jot down notes so that you'll remember the Players' answers later. (Everyone always ends up forgetting something important, and notes help!)</li>
<li><strong>Stir the creative juices.</strong> Show your enthusiasm for the Players' choices and encourage them to add new narrative elements and make the world their own. Consider using music and artwork to get everyone in the right "mood", but make sure these elements aren't distracting.</li>
<li><strong>Think about threats and Villains.</strong> As your group defines the history of your world and the initial situation of the prologue, start thinking about the first antagonists they will meet. You can find further advice on Villains starting on page 254. <br>It is often a good idea to showcase an early Villain during the prologue itself or shortly afterward — if possible, pick someone the heroes have already recognized as a threat and use this antagonist to get the action moving; save the subtler Villains for later!</li>
<li><strong>Keep track of changes.</strong> While building the premises of the story, the group might suddenly realize some previous choices no longer make sense. Since you will be the one keeping track of all information concerning the game world, make sure to update your notes whenever a change is approved by the group.</li>
<li><strong>Start things off with a bang.</strong> Don't be afraid to set some high stakes during the prologue — while slow buildups can work, an explosive beginning is often more memorable. Perhaps we first meet our heroes while they're being chased by a huge monster, or hours away from being executed for treason.</li>
</ul>
<p>Do your best to keep everyone engaged and on their toes from the very start!</p>
<p>Philip Forlenza (Order #)</p>
</section>
<h2>DURING PLAY</h2>
<p>During each session, adhere to the following principles:</p>
<ul>
<li>Portray a wondrous world. Give your NPCs unique quirks and add memorable touches to every location, but don't get bogged down by details. Keep the descriptions short and then let everyone ask questions.</li>
<li>Manage information. A big part of your job during each session has to do with information — you will be asked plenty of questions, from the shape of a room to a person's behavior. You decide whether the characters know such information (based on simple observation or on who they are) or if a Check is required — the dice will determine how much the character knows about someone or something, or if they at least know where they could find that information.</li>
<li>Seek input from others. If something is relevant to a character's role in the story (especially their Classes and Identities), you should ask for the Player's input — let them establish facts about the shared game world.</li>
<li>React to the heroes' choices. Be ready to adapt to the heroes' actions and goals; leave them free to adopt whatever strategy they choose, but apply the consequences of those strategies and don't pull your punches.</li>
<li>Enforce transparency. Make sure everyone at the table knows what's at stake when they perform Checks or choose a specific course of action.</li>
<li>Keep the pressure high. Whatever the Player Characters want to achieve, someone or something will block their path. Heroes should never have enough time to do everything — put them in front of hard choices. Use Clocks to show impending threats and make sure Villains play an active role in the story.</li>
<li>Think cinematically. Describe situations and actions as if they were cutscenes from a videogame — keep things moving and make sure everything feels vivid and dynamic. This is especially important during conflict scenes, when the strategic aspect of the game is at its peak: mechanics and descriptions go hand in hand.</li>
<li>Start and end scenes. When you feel like a scene has been resolved, propose to end it. If anyone still wants to do something, they should tell you — otherwise, move on with the story.</li>
<li>Design interesting battles. Avoid "filler battles" and focus on intense and dramatic confrontations with powerful antagonists. See page 292 for more.</li>
</ul>
<p>Philip Forlenza (Order #)</p>