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Social Contract

Real life comes first – If you have some real life thing to do, go do it. Don’t let the game pull you from a responsibility or opportunity. That way, you won’t resent coming to the game and when you do attend, your mind will be on the game.

  1. Lines and Veils – Veils are things that you are OK with happening in the story, but you don’t want happening “on screen”. A villain is about to torture someone, so we fade to black/cut to commecial/draw the curtain on that scene. Lines are things you want to never come up in the game. This is something we don’t even mention in the game, perhaps even at the table. Please let me know what these are for you. I’d rather know so I can steer clear of them. If I stumble into something just ask for a time out and let me know.
  2. Make sure your character will fit in – Lone wolves and edge lords are a pain. It’s your job to make sure your character will more or less get along with the group. That includes dealings with NPCs that could come back to make a problem for the party. In a previous group we had an evil character and we had to pretend we didn’t know what he was doing so that we didn’t have to kill him. Overpowered combinations can detract from the fun too.
  3. Cheaters cannot win – Don’t cheat yourself out of a challenge or others out of their fun. There was a final boss battle for the campaign. This dude dug up a d20 that rolled more 20s than it should. I’d rather (my character) die than cheat.
  4. Fortnightly, Smartass! – We’ll play alternating Wednesdays at my place until we decide we need to shift. Keeping the schedule consistent makes it easier to accomodate.
  5. No Distracting Devices – Please leave devices off the table. We can read our feeds at home on our own time.
  6. It’s Your Game Too – Most rules are negotiable/flexible. If there’s something you’d like to add or edit, let me know.
  7. The Rule of Cool: Tell me if you have some clever way of using a spell that is not RAW. However, you can’t use the RoC to make something do it is clearly not meant to do. You can’t use Mage Hand to strangle a dude.
  8. Use this array for abilities: 17, 15, 13, 12, 10, 8
  9. Give yourself one feat that is available to your character (you meet the requirements)
  10. Death saves are made behind the screen. Muah ha ha ha haaaaaa.
  11. Being revived after hitting 0 HP costs one of your Hit Dice. I’m pondering ways to make getting to 0 HP meaningful enough that you’d really try to avoid it. I’m open to suggestions.
  12. We won’t deal with encumberance in the usual way. As long as your not carrying a dead goat or twenty foot pole, you’ll be fine.
  13. Infinite Ammo: Don’t worry about ammo unless it is somehow special. Like silver tipped arrows.
  14. Flanking: A creature cannot flank if it is itself flanked.
  15. Crits shall be: full damage on the weapon die plus one roll of the die. So a 1d6 weapon would do 6 + 1d6. You won’t double a roll of 1 and you won’t always do double maximum damage… but you might.