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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