After each of the characters has picked their first identity, the GM gets to add and connect a new element to the world.
This is the only time during the character phase that the GM has direct input to the world (other than supporting players to define different aspects of their characters). This is the opportunity for the GM to plant an element that might influence the cabal’s path to their objective. It can be used to present an asset, ally or (conversely) some known or implied opposition to the cabal before the adventure begins.
It’s also the chance for the GM to be selfish and have some fun.
Add an Element
This works in exactly the same way as for when players were able to introduce a new character or location:
- Locations may be defined as generic, specific, or evocative places.
- Characters could be known names, roles, concepts or organisations.
Just as players add some media to the corkboard to represent their contributions, the GM should also attach a picture or such like to the world picture that is unfolding.
Connect the Element
The GM should then draw a connection between this new element and either one or more of the player characters, or another of the elements that has already been introduced.
Connecting it to another element will create an indirect relationship to the the group. It becomes less immediate, and potentially more inaccessible. That may be useful for added mystery, deeper conspiracies or longer campaigns. On the other hand, the element may get forgotten or ignored as the game progresses (which itself could become a useful device).
The element could be connected to multiple player characters, or the cabal as a whole. The latter can be useful if the group is part of an existing organisation or unit. A GM character that has connections with two PCs is considered a major character (Book 2 Run, p52 | p51 pdf), so will need to be fleshed out during the antagonist phase.
The functional nature of the connection is defined by the GM (for example, this building is the gym where one of the characters works out). However, the players get to make the value judgment on how important it is to them. They ultimately decide whether and how their characters care about it. This may get expressed during the character phase (for instance, a character could be chosen to fill a relationship slot), or it may emerge during play. In any case, as with all elements, it is there for the GM to exploit, regardless of how much the characters make of it.
Reference: UA3 Run p27 | p26 pdf.