sprinkle some spice...
As the rules are pretty basic, try to focus on the moments. You might feel the need to keep the pace up, but immersion can drive deeper from pausing a little, from trying to visualise what each strike, miss, motivation, or next step might look like, narrating that out, encouraging the players to do the same. What does that look like? How are you doing that? What’s everyone thinking is really going on here? How does that feel? Lean into curiosity, into piecing together a jigsaw of moments at the table.
...and don’t undercook it
For example, in fights it's not just a hit - it's a brutal blow to the gut that widens eyes in pain and desperation. It's not just a miss - it hits something else, sending blinding, choking dust into the air, or sticks in the enemy’s shield. Use random tables to shove chaos down the throat of predictable outcomes. Use The Crit deck or tables for high or low rolls, but only when it'll make the most impact. Use grit tables and scores to surprise everyone when they least expect a shift in approach. If fights or parleys begin to drag, use complications to interrupt the flow. Encourage the player(s) to dodge & parry, or to team up their characters' next attack and give them a ± modifier on their roll, but then do the same for their foes. Make death brutal, memorable, hilarious, but drop in new characters around the next corner. Show the player(s) devious or tactical things their character(s) might try, by having the creatures & NPCs try it first. Fight dirty, get them stressed but give them options, dent their armour & weapons but show them others lying around to pick up.
what's next?
Ok, so from here you might want to...
...move onto the exploration loop in this game
...return to the rules of the chaos intro
...or check out the character generation guides
Remember, though, that you can navigate anywhere on the site using the menus on each page, and if you ever get lost, roll 1d6 and we'll see what perils you encounter!