Additional GM Tips

There is no need to think about making a solid scenario and setting until you are familiar with this system. Vantangle is about making PC shine above all else, and that includes ERP. In that regard, GM should run a basic session to reaffirm their and the player's direction before making the "perfect session". After that, if you still feel inadequate, you might want to try the techniques listed here, and choose what fits you well. Of course, it is fine for you to use methods and rules that you developed by yourself.

=Guest Contact= You should make Guest Contact NPC specific to the scenario. They will only provide Personal Connection effects after ERP. PC will be able to get more resource, and GM will be able to suggest potential Contacts that are easy to understand. If PC is attracted to them, then they can gain new noew Contact this way. On the other hand, if the relationship feels dry, they can fade out, or even killed if it conforms to consensus.

=Adding Introduction= Sessions in this system begin with the request already accepted. However, if participants wish so, it is fine to role play the situation where the request is offered. If the situation is dramatic enough, it can also change the motivation PC has towards completing it. An easy way to do this is to start the request using aftermath pillow talk with Contact NPC or Guest Contact NPC. PC can accept the request after getting the Personal Connection effect and knowing about relevant incidents. It is fine to proceed with the policy that player cannot refuse the request. For the sake of the scenario, it is better to force it through.

=Charm and Submit for NPC= When PC finish the combat by dealing 「Charm」 and 「Submit」 damage, the enemy is not defeated, but instead become allied with PC. Trying to resolve it by the rule will be extremely cumbersome. GM should instead resolve it as the enemy being weakened on confused. To put it bluntly, player should be satisfied if you simple describe the enemy minions switching side and rampaging without changing anything data-wise. The important thing is to allow enemy who has switched side to become Contact as minions and harem for the PC after the session.

=Critical and Fumble= It is fine to overdo the description a little when critical, fumble and gap bonus occurs in the session. Alternatively, it is fine to offer slight benefit or penalty, even if it is just 1 Credit. Even if the reward has almost no mechanical meaning, player can still get a lot of joy and sorrow over it.

=Weakening NPC= If the consensus is that the player does not like being defeated and abused, it is fine for GM to disable "critical" and "gap bonus" for NPC. While they only happen occasionally... to be honest, they can also defeat PC in an absurd manner. Since it is quite likely to cause stress to PC who prefer victory, it is fine to disable them. While it is still possible to lose due to bad rolls, victory that is guaranteed can also be boring.

=Chaining Events= A way to make scenario is to chain together a lot of Events, with the only "Preparations" being "Relaxing". If Contacts and ERP can be resolved within 10 minutes of game time between combats and incidents, you can run a session with time condensed in a terrifying manner. This kind of session could work when the scenario focuses on dungeon crawling in Labyrinth District or enemy base. Of course, it is obviously not fit for PC who is Fixer or Seeker, and so caution should be taken.