This document is intended for the eyes of Game Masters, in both their planning and their practice.
Players in a They Watch Over Us campaign, whether current or anticipating, should avoid reading any material on this page, as well as any of its subpages.
Firstly, the GM Guide to They Watch Over Us is intended to lift the curtain and reveal the intrigue and the inner workings of Dawn and the Concentric Planes. Specifically, unlike the Player's Guide, the GM Guide is written to be informative, rather than to be a narrative. Its intent is to be comprehensible.
Secondly, the GM Guide to They Watch Over Us aims to be helpful yet not controlling. Much of every world is up to one's own invention; They Watch Over Us is a tapestry, a consensus reality. Indeed, no setting has been upheld just as the author intended; every character is always told in a different way by each person. Where possible, the GM is given free reign to control their version of the world - often with suggestions, but rarely should there be extraneous demands. Its intent is to guide.
Finally, the GM Guide to They Watch Over Us should be all a GM needs to understand Dawn. There should be no extraneous notes, or study of secondary material; the GM Guide to They Watch Over Us, in concert with the Player's Guide, should have all material needed to prepare a game set in Dawn. Its intent is to be comprehensive.
Thus the GM Guide to They Watch Over Us is a comprehensible, comprehensive guide. If it fails in this pursuit, it is a failing of execution rather than philosophy, and all blame belongs with the author.