Difference between revisions of "Bludstein House Rules"

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(Created page with "Yeah, I know how much everyone loves extra GM rules. I hope not to have many additions that affect gameplay, but I do have a few house rules that I like to use. Some of these...")
 
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Yeah, I know how much everyone loves extra GM rules. I hope not to have many additions that affect gameplay, but I do have a few house rules that I like to use. Some of these are flexible to change if the group wants. I am always happy to discuss them.
 
Yeah, I know how much everyone loves extra GM rules. I hope not to have many additions that affect gameplay, but I do have a few house rules that I like to use. Some of these are flexible to change if the group wants. I am always happy to discuss them.
  
1. Respect the other players. Your characters may not get along, but individual players must always be courteous and respectful to one another. I generally work on a 3 strike system for individual offences, but I have no tolerance for sexism, racism, insults, or similar behaviour.
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1. '''Respect the other players.''' Your characters may not get along, but individual players must always be courteous and respectful to one another. I generally work on a 3 strike system for individual offences, but I have no tolerance for sexism, racism, insults, or similar behaviour.
  
2. Try to keep it PG. Yes, the players may all be adults, but there are often children around in gaming settings, including my own home. Yes, D&D combat involves gore and there may be adult-ish situations when adult chacters interact, but try to keep it tasteful.
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2. '''Try to keep it PG.''' Yes, the players may all be adults, but there are often children around in gaming settings, including my own home. Yes, D&D combat involves gore and there may be adult-ish situations when adult chacters interact, but try to keep it tasteful.
  
3. I want players to have fun. As much as possible, I will endeavour to say "yes" to your ideas or creative role-play, as long as it doesn't break the story. If you say something like, "hey, my character knows a guy who can get us that" or "hey, my character has an acquaintance who lives in this town", I'll try to roll with it. Something like, "hey, we may be nearly dead in the bottom of this dungeon, but my healer buddy just showed up", that might be pushing it too far.
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3. '''I want players to have fun.''' As much as possible, I will endeavour to say "yes" to your ideas or creative role-play, as long as it doesn't break the story. If you say something like, "hey, my character knows a guy who can get us that" or "hey, my character has an acquaintance who lives in this town", I'll try to roll with it. Something like, "hey, we may be nearly dead in the bottom of this dungeon, but my healer buddy just showed up", that might be pushing it too far.
  
4. XP: While scenario XP will be evenly distributed amongst PCs, with half-shares to NPCs, I will often reserve 5-10% of scenario XP as bonus XP for one or more characters who had a critical role in resolving the scenario.
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4. '''Bonus XP:''' While scenario XP will be evenly distributed amongst PCs, with half-shares to NPCs, I will often reserve 5-10% of scenario XP as bonus XP for one or more characters who had a critical role in resolving the scenario.
  
5. Down a player: If we're down a player, their character can still tag along in "zombie mode", acting as close as possible to how they acted when player-controlled, earning half-XP.
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5. '''Down a player:''' If we're down a player, their character can still tag along in "zombie mode", acting as close as possible to how they acted when player-controlled, earning half-XP.
  
6. Down 2+ players: To keep everyone engaged with the story, I'll usually recommend taking a break and either cancelling or switching to boardgames for an evening if we're down 2+ players.
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6. '''Down 2+ players:''' To keep everyone engaged with the story, I'll usually recommend taking a break and either cancelling or switching to boardgames for an evening if we're down 2+ players.
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7. '''It's an expecially dangerous corner of a generally dangerous world:''' The Sepia Uplands are dangerous. The worst monsters may not sit around and wait until your characters are powerful enough to take them on. There could be situation where the wisest course of action is to run swiftly in the opposite direction. I generally won't spring TPKs on the party, but if you decide to charge into a foolish situation despite (usually) warnings, bad things can happen.  
  
  

Revision as of 22:11, 19 October 2019

Yeah, I know how much everyone loves extra GM rules. I hope not to have many additions that affect gameplay, but I do have a few house rules that I like to use. Some of these are flexible to change if the group wants. I am always happy to discuss them.

1. Respect the other players. Your characters may not get along, but individual players must always be courteous and respectful to one another. I generally work on a 3 strike system for individual offences, but I have no tolerance for sexism, racism, insults, or similar behaviour.

2. Try to keep it PG. Yes, the players may all be adults, but there are often children around in gaming settings, including my own home. Yes, D&D combat involves gore and there may be adult-ish situations when adult chacters interact, but try to keep it tasteful.

3. I want players to have fun. As much as possible, I will endeavour to say "yes" to your ideas or creative role-play, as long as it doesn't break the story. If you say something like, "hey, my character knows a guy who can get us that" or "hey, my character has an acquaintance who lives in this town", I'll try to roll with it. Something like, "hey, we may be nearly dead in the bottom of this dungeon, but my healer buddy just showed up", that might be pushing it too far.

4. Bonus XP: While scenario XP will be evenly distributed amongst PCs, with half-shares to NPCs, I will often reserve 5-10% of scenario XP as bonus XP for one or more characters who had a critical role in resolving the scenario.

5. Down a player: If we're down a player, their character can still tag along in "zombie mode", acting as close as possible to how they acted when player-controlled, earning half-XP.

6. Down 2+ players: To keep everyone engaged with the story, I'll usually recommend taking a break and either cancelling or switching to boardgames for an evening if we're down 2+ players.

7. It's an expecially dangerous corner of a generally dangerous world: The Sepia Uplands are dangerous. The worst monsters may not sit around and wait until your characters are powerful enough to take them on. There could be situation where the wisest course of action is to run swiftly in the opposite direction. I generally won't spring TPKs on the party, but if you decide to charge into a foolish situation despite (usually) warnings, bad things can happen.




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