Editing DRYH: Shadow of the Raven King - House Rules

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* '''Major Nightmare -''' Replaces ''Boss Nighmare''
 
* '''Major Nightmare -''' Replaces ''Boss Nighmare''
 
*'''Median Nightmare:''' More than Minion level, less than Lieutenant. Usually not affiliated with a specific Major Nightmare.
 
  
 
* '''Denizen -''' Replaces ''Local''
 
* '''Denizen -''' Replaces ''Local''
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==The Call of the Awakened [pp 2]==
 
==The Call of the Awakened [pp 2]==
One of the first things revealed about the setting is that when a sleeper Awakens his presence is felt and known by the major Nightmares of the Mad City. They become aware of the Awake. And not in a good way.  
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One of the first things revealed about the setting is that when a sleeper Awakens his presence is felt and known by the major Nightmares of the Mad city. They become aware of the Awake. And not in a good way.  
  
Like many aspects described in DRYH, this one is left a bit vague, so I like to overlay the following guidelines in the ''Shadow of the Raven King'' setting.  
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Like many aspects described in DRYH, this one is left a bit vague, so I like to overlay the following guidelines in the Shadow of the Raven King setting.  
  
 
* '''Major Nightmares''' - can sense (but not precisely pinpoint) an Awake from anywhere within the Mad City (sometimes even if the Awake is in the City Slumbering).  
 
* '''Major Nightmares''' - can sense (but not precisely pinpoint) an Awake from anywhere within the Mad City (sometimes even if the Awake is in the City Slumbering).  
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==First Scar [pp 11; 71-72]==
 
==First Scar [pp 11; 71-72]==
'''What Just Happened To You? -''' The ''Shadow of the Raven King'' setting steps up the timeline of certain aspects of the default setting for Don't Rest Your Head, and the players' introductions will reflect this. Question 2 of the Five Questions addresses what 'just' happened to the character before the start of gameplay. In the ''Shadow of the Raven King,'' this will also be the character's first Scar, functioning exactly as scars function in the rules-as-written. So the scene you come up with should be compelling - something your character can draw on later for strength, insight, transformation, or even redemption from relentless exhaustion.
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'''What Just Happened To You? -''' The Shadow of the Raven King setting can be a touch more jarring than the default setting for Don't Rest Your Head, and the players' introductions will reflect this. Question 2 of the Five Questions addresses what 'just' happened to the character before the start of gameplay. In the Shadow of the Raven King, this will also be the character's first Scar, functioning exactly as scars function in the rules-as-written. So the scene you come up with should be compelling - something your character can draw on later for strength, insight, transformation, or even redemption from relentless exhaustion.
  
 
==Helping [pp 24-25]==
 
==Helping [pp 24-25]==
'''Discipline Cap -''' The rules-as-written allow any character to lend their 3 discipline dice to the main protagonist's roll, affecting the total number of successes but not the strength of the roll. In the ''Shadow of the Raven King'' setting, the total number of ''donated'' discipline dice cannot exceed the the combined number of Exhaustion and Madness dice in the main protagonist's pool for that roll (the main protagonist's discipline dice are not counted against this comparison, only donated dice). So if the main protagonist has two exhaustion dice in his pool and three madness dice the most discipline dice he is able to make use of from other players would be five. Individual characters are still limited by their total number of discipline dice as to what they can individually contribute.
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'''Discipline Cap -''' The rules-as-written allow any character to lend their 3 discipline dice to the main protagonist's roll, affecting the total number of successes but not the strength of the roll. In the Raven King setting, the total number of ''donated'' discipline dice cannot exceed the the combined number of Exhaustion and Madness dice in the main protagonist's pool for that roll (the main protagonist's discipline dice are not counted against this comparison, only donated dice). So if the main protagonist has two exhaustion dice in his pool and three madness dice the most discipline dice he is able to make use of from other players would be five. Individual characters are still limited by their total number of discipline dice as to what they can individually contribute.
  
 
As per the rules-as-written, anyone who helps is subject to the consequences if Pain, Madness, or Discipline dominate.
 
As per the rules-as-written, anyone who helps is subject to the consequences if Pain, Madness, or Discipline dominate.
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'''6 + dice:''' indicates an almost godlike use of the Talent.  
 
'''6 + dice:''' indicates an almost godlike use of the Talent.  
  
Note: A roll can only contain more than six madness dice if the character has some permanent madness or - in the ''Shadow of the Raven King'' setting - they have earned peripheral madness from a Nightmare (such as gained by slaying a Willow Woman).
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Note: A roll can only contain more than six madness dice if the character has some permanent madness or - in the Shadow of the Raven King setting - they have earned peripheral madness from a Nightmare (such as gained by slaying a Willow Woman).
  
  
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* A scar has to have been Recalled at least once before it can be Transformed.
 
* A scar has to have been Recalled at least once before it can be Transformed.
  
* Scars reset with the same frequency and under the same circumstances as Snapping or Crashing but cannot be recalled again (or transformed) until the character recovers from the snap or crash.
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* Scars reset with the same frequency and under the same circumstances as Snapping or Crashing but cannot be recalled or transformed until the character recovers from the snap or crash.
  
 
* Only one scar can be Transformed in a cycle (IOW you can't transform another scar before the next reset).
 
* Only one scar can be Transformed in a cycle (IOW you can't transform another scar before the next reset).
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In general, if you can make a case for why a scar should be had or used, I'm going to be fine with it - though I may be a bit stricter when the scar is to be transformed than otherwise. Scars can be great tools, but I don't want them to be viewed as the neverending safety net. After all, 'safe' isn't exactly the feel this game is going for.
 
In general, if you can make a case for why a scar should be had or used, I'm going to be fine with it - though I may be a bit stricter when the scar is to be transformed than otherwise. Scars can be great tools, but I don't want them to be viewed as the neverending safety net. After all, 'safe' isn't exactly the feel this game is going for.
  
==Caveat Emptor: Byword Beware==  
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==Two Doors==
My experience with GMing games of DRYH is pretty much exclusively meatworld. If in the process of play some of these House Rules just turn out NOT to work in an online game, speak up. We can revisit them. The Scar Conditions rule is the only new hack and was specifically set up to address how Scars might unbalance an online game where they wouldn't so much a meatworld game.  
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Your character starts play with knowledge of two Doors that make up either end of a passage between the City Slumbering and the Mad City. You select the location of the Door in the City Slumbering (is it in your apartment? in the park? in the library? is it a sewer grate? the mouth of an ale mug?) and the GM selects the location of its counterpart within the Mad City. Typically, though not always, the Character's doors will all open in the same Quarter of the Mad City.
  
All other hacks have had their days in the Playtest Sun and have thusfar worked and worked well. That said, it's DRYH. Killing your darlings should be able to be part of the fun. Especially if those darlings turn out to interfere with the fun.
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You'll have seen plenty of other doorways and passages from the City Slumbering since you Awoke, and would see them again should you return, but this pair you know intimately and are sure of their specific passage every time (not all conduits are consistent). Even the door on the Mad City side you recognize on sight (even though doors on that side of the passage are shiftier, harder to identify, often changing form and location seemingly at random).
  
  

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