A Warning Before You Begin…
There are things to bear in mind before heading off into the game.
A Word of Caution
Before you progress further into SAGE: Legend, it is important to understand some key differences in this game that may be a radical departure from what you are used to:
Death and Healing
Character Death can happen, and happen quickly in SAGE. Players have multiple options to stave off this outcome for their characters, but it comes down to resource management. The resources you can use to quickly overcome an opponent, or strike a moment of glory, are the same resources required to stay alive. It takes discipline and tactics to keep a character alive.
In other games, wounded characters can easily be healed. This is not the case in SAGE. Magic is powerful, but there is no magic that instantly restores health or restores life. Healing takes time. There is no role for a character to sit back in a fight and keep their allies healthy.
Fight Alone Die Alone
Combat requires the characters to work together as a party and support each other. Exposing a gap in your defenses to press an offensive invites risk. Focused and concerted efforts produce the best results.
Weapon Diversity
In most games there is little difference between a longsword, an axe, or a spear. In most open source games they all do the same thing. In SAGE, you must embrace the right tool for the right problem. A troll with a thick hide is going to be hard to take down with a sword. Trying to duel three combatants with a battle axe instead of a sword and shield is a quick recipe for death.
Be prepared to change weapons and tactics based on the combat situation. Arrows, while unreliable compared to a melee attack, have the advantage of range, and can be unanswered by an ill-equipped party.
Problem Solving
In SAGE there is as much support for managing a Combat Scene as there is for Social Scenes, Chase Scenes, Infiltration Scenes, Exploration Scenes, and Planning Scenes. Not every problem is solved by a spell or a blade.
Be prepared to have your party flee an encounter if they have taken too much damage, or are in over their heads. Don’t be resistant to negotiate with your opponents, or avoid combat altogether.
Winning
While there is no “winning” in a TTRPG, some might say “as long as you are having fun then you’re winning.” Sort of a lazy attitude, if not partly true. More specifically, everyone should be having fun, and this includes the Sage running the game. The best way to ensure that fun is had is to be judicious with whom you play. This means you should all largely enjoy the same elements of a TTRPG, and the designated Sage enjoys running the games in that fashion.
If the players prefer action packed combat that is light on story, and heavy on outlandish heroics, the Sage will become quickly frustrated (as will the players), if the game fails to deliver. The inverse of this is true. Players who want to focus on social interactions, sneaking around, and creatively solving problems, will become chagrined by a Sage who just throws monsters and villains at them all game long.
At the end of the day, don’t be afraid to strike a balance among your group, try new play styles, and above all, make the effort to be involved.
Be gracious, and if you have strong opinions, hold them loosely
Listen to one another
If one member is incongruous with the rest, and refuses to go with the flow of the rest of the group, stop inviting them if they are unwilling or unable to change. It is a game.

