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TheCringeRoll

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A member registered Dec 28, 2021 · View creator page →

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Thank you for the comment, I overlooked the investigation skill game, will re-read again.
For the other topics: I did not want to offend the game, the authors, or the fans, sorry if I did. Let me clarify, the book is amazing. I would love to run the game, or play it, the work performed to make the catalogues and the mechanics is mindblowing. I understand how to resolve a combat or a single situation in a game. Any kind of a single situation, maybe.

Where I'm lost is the higher-scale guidance, let me give an example. I've been playing FF VII remake and rebirth for a lot of time recently, and all the combat or minigames, although amazing by themselves, have always some kind of higher-scale structure: there is a big sewer level, for example, you get a couple of mini battles here and there, one plot-related big battle, one  boss battle, it all supported by a few moments of plot-related social interactions between characters, after the boss battle always happens something advancing the plot. Out of dungeon-like intense levels you get a settlement hub or an open world location, where you can engage with shorter quests or activities, spend gil, explore the world at some extent, advance relationships between characters. Sometimes you have mini-games (like Cloud's dancing, Fort Condor, Queens Blood, Tifa's piano play, chokobo riding, etc).
So, to some extent I can copy this approach, although social interaction will be more interactive (the video game does not make it a gameplay), the minigames might be resolved without using the system rules, and the resting structure of FF VII is not applicable to this ruleset.
However I'm not so sure about my level-designing skills, as a novice in this ruleset I can not confidently use the tools provided and would appreciate any supporting advice from the person who knows the rules system the best (the author). And I'm afraid no one among my friends is willing to run the game as well. 
I understand the "toolbox" approach to the design. What I dream of, to help me dive into the game, is having one more tool - examples and/or advice on how the tools can be combined together to build the intended game out of the mechanics and statblocks (or how to build different kinds of possible games out of it, if different kinds are equally feasible). 

Much respect for everyone involved in the game design.

I beg you to write at least something. As a GM, I cannot understand how to run it: how to prepare an adventure, how to write quests and how many of them to prepare, when to allow heroes to rest and recover, how to structure social encounters. I don't even know if I need to prepare in advance and in detail (like dungeons in oldschool games) or I should improvise them on the go (if so, how do I understand, where players find something good and something bad?).
It might be felt generic from the perspective of an experienced GM, but please do something for newbies. We really want to play the game, but the absence of a GM guide is the major stopping point.