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The Ten CommandmentsThe 10 Commandments || Character Creation || Game Mechanics || Classes || General Skills || Weapon Mastery || Magic & Spells || Equipment 2. The DM is always right. 3. If the DM is wrong, prove it. 4. If the DM is proven wrong, refer back to rules 1 & 2. What those rules mean, essentially, is that I believe myself to be a fair DM. If you think I have made a mistake in the rules or a lapse of story, please let me know. I will take into account our argument and judge accordingly. My decisions, however, are final. Any rule that I use against the players, I will also use for myself. Any new or optional rules which I choose to implement, I will inform the players before the start of the gaming session. 5. If you say it you play it.If a player (or the party leader, speaking for the group) makes a decision, speaks in character, or takes an action it cannot be changed after I have judged the results, even if the player misspoke or changed his mind. If you change your mind before I make a ruling on that act, you are free to do so. 6. Players are not characters.Occasionally, character conflict can create for a good story. Players should not allow character disagreements to affect their out-of-game behavior. If another player’s character annoys your character you should not be annoyed at that player. 7. The PCs are heroes.Yes, the rules do allow for rather unheroic, even villanous characters--but just because you can do something does not necessarily follow that you must, or even should, do that thing. From the hero PC's point-of-view, the PCs, and their allies are always considered good. Their enemies are Evil, and everyone else is neutral. 8. PCs are adventurers, not Gods.The characters are at the center of the story, and quite often excel at what they do. They are not, however, the strongest, smartest, toughest, or most powerful. They are exceptional when compared to commoners, but there is and always will be someone greater than your character. 9. Characters are not Players.A player may know a bit of information about the game that the character does not know. If a character tries to use player knowledge in-game, I will remind the player that the character is ignorant of that information. If the player persists, I will rule against the character’s actions. 10. My name is not Monty Haul.Medieval life is tough, even more so for adventurers who whether the rugged climes of the world’s degenerate societies. A Character’s achievements will be greatly rewarded, but do not expect to receive the Greater Broadsword +5 of Lordly Might. Do not attempt to buy a suit of armor +2 with displacement. In fact, don’t try to buy magic items at all; they are not for sale (except for minor items like a healing potion or a wizard’s scroll of similar level). Magic is a rare and jealously guarded commodity. PCs will be fairly rewarded, but they will have to work for those rewards. The Golden Rule: It’s a game, have fun!Although fair, I may be, I am not the best DM ever (in fact, my Dad was). My job as DM is to entertain you, the player. If you do not enjoy your time in one of my gaming sessions, please let me know how I can fix it. I would rather adjust my DMing style than to have a player leave the group because he isn’t having any fun. |
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