# Guiding Customization
## *help them build it, do not build it for them*
Between sessions and at level up, the Fell shape themselves. Lineage, motivation, origin, the Arsenal they carry, the brands they practice, the talents they pick up, and the abilities they invent. Most of this lives in the FellGuide for the player to read. Your job is the part the book cannot do, the conversation where a half-formed idea becomes something that works at the table.
## What the players are building
You do not need to teach these. You need to know where they sit so you can point and so you can say yes well.
| They are shaping | Where it lives | Your part |
| --- | --- | --- |
| Lineage, motivation, origin | The Characters | Hold the world steady around their choice. A lineage implies a home world and a history. |
| Weapons, armor, lorebounds | The Arsenal | Know what their attribute path unlocked, so you can aim problems at it. |
| Brands | Customization, and the Lore for the deep version | Brands key to the world they stand on, not their birthworld. See the canon on this. |
| Domains | Customization | The standing ground a Fell claims and what it lets them do. |
| Talents | Customization | The out-of-combat trades. Let them matter in scenes, not just on the sheet. |
| New abilities | Customization, and the LoreMaster Ability Review | The real adjudication. Covered in full on its own page. |
## How to assist without taking over
A player's build is theirs. You are the editor, not the author.
> [!note] Saying yes well
>
> - Start from what they are reaching for, not from the rule. Find the version of their idea that works rather than the reason it does not.
> - Offer the smallest change that fixes it. The simplest version that holds keeps their idea intact.
> - Ask one question that sharpens it. What is this for at the table? The answer usually settles the design.
> - When you must say no, say no to the mechanic and yes to the intent. Then hand them the door that is open.
## Aiming the world at their choices
The deepest assist is not at the workshop. It is at the table. A build is a set of answers waiting for the right questions, so ask them. The Fell who took a tracking brand wants a trail that matters. The one who built a domain wants a fight worth standing their ground in. The one who poured points into talk wants a room that cannot be solved with a blade.
When you let a player's choices be the answer to a problem you set, the customization stops being numbers and becomes the reason they are at the table. See The Table for spreading that across everyone.
## The brand a Fell carries
One piece of this trips tables up, so hold it straight. Fell magic keys to the world the Fell is standing in, not the world they came from. A Fell does not default to their birthworld brand. The rare cross-world brand exists and has a canonical source. When a player asks what they can practice, the answer starts with where they are. The canon on brands is authoritative here.