Wednesday, November 20, 2019

Club House Rules


CLUB HOUSE RULES
Rule #1: THE GM IS ALWAYS RIGHT
If you have any comments, concerns, or suggestions please speak with the GM prior to the beginning of a session. The goal of the game is to have fun so please try to remember common etiquette and politeness when attending. In the case of an argument or upset in regards to club charter or playing, club members agree to revert to the ruling of the GM. Offences such as continual rude behavior, hostility towards the GM or other players or those in attendance, and disrespect towards the property in which play is being done will result in players being banned from sessions and not included in further play.
Rule #2: THE RULE OF COOL
The GM will often choose to use an interpretation of rules or revert to house rules, the GM will also decide in favor of what will add greater depth and story regarding all player actions and interactions throughout the campaign, especially during combat, this will gravitate more positively for players, but may also include important events and NPCs that could have a negative effect and ultimately pose greater risks to characters who might face physical harm or be killed as a result.
Rule #3: PREMADE CHARACTERS ONLY
A list of characters will be provided to players during Zero Session. Players are encouraged to create a four-paragraph backstory, with the last paragraph dedicated to their characters’ goals, based on their character information provided and to submit this by 1st Session. This will provide players with greater role-play opportunities and allows the GM to incorporate your character into the greater narrative on a more personal level.
Rule #4: LEVEL-LOCK & ADJUSTMENT
NPCs, PCs, and monsters are all level-locked at Level 3. More difficult monsters are adjusted to make combat more balanced by a 75% adjustment rate. Characters do not progress beyond Level 3. However, as the campaign becomes more difficult and fights become more risky players must better utilize their character abilities and the situation to overcome the challenges. Players will earn Prophecy Points for successfully defeating opponents, mastering a situation, and role-play. Prophecy Points can be traded for a temporary HP Boost, a Miraculous Treasure Chest (limit one per session), and re-rolls on a single failed hit/save (limit one per session).
Rule #5: NO MULTI-CLASSING
There are no multi-class player characters in this club.

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