House Rules
In addition to the Rules as Written (RAW), our games incorporate
House Rules.

I. Games Days
1. Frequency of Play - We are set to play a game every week to every
two weeks. Sometimes, due to vacations, holidays, work schedules, illness and/or school breaks, we may have to
reschedule to a different day and/or skip a Game Day or two. In either case, everybody will be notified in advance. If you
are still unsure, please email or call me. Any changes to the current schedule will be sent out to all players ahead of time.
2. Arrival - Try to arrive as close to the starting time as possible. Please email ahead/call if
you are running very late (like half an hour to an hour). Usually I like to have some Opening Remarks and/or a Recap before
the game begins. However, the sooner people arrive, the sooner the festivities can begin.
3. Location &
Snacks - Our current location is at Matt's house. Some drinks and snacks will be provided. Feel free to bring more
(please, no alcohol). If people have suggestions for refreshments, have particular dietary conditions, or want to know what
to bring, we can talk about that on Game Days.
4. Breaks - We will try to have a few breaks to stretch and socialize.
II. Absent Players
1. Notification - Please call/email (at least 2 hours) if you are going
to be absent. Additionally, if two or more players are absent, the game is cancelled. When this happens, I will notify everybody
else.
2. Procedure - Here's what to do when a player is absent:
a. Have another player play his/her character. As GM, I have enough on my plate ;-).
b. The absent players character becomes a semi-NPC. What this means is that the character does not do anything unless
he has to.
c. Everyone at the table is allowed to pipe up if they think the missing character is being played incorrectly.
A group consensus (or DM fiat) of what the character would actually do is then created. Since everyone there has seen the
character in action with the character's player, this is usually easy.
d. Please, try not to kill the absent player's character :-)
e. Finally, as GM, I should always have an up-to-date
copy of your character sheet.
III. Code of Conduct
1. Out-of-Character - Here are the guidelines for Out-of-Character performances:
a. Real World Stuff - Please do not talk about current real world political and/or religious situations at the gaming
table. However, people can talk about these subjects during the breaks - but should use caution not to offend anybody. In
addition, as the GM, I will not include references to current real world political or religious situations in the campaign
world. Furthermore, it's okay to talk and joke about some Real World topics (comic books, movies, etc.) during the game, but
please try to watch these conversations when interacting with NPCs (see b.).
b. Out-of-Character Conversation
- When your character is interacting with elements of the game (NPCs, monsters, puzzles, etc.), anything you say as a player,
will be "said aloud" by your character. There are only two exceptions to this rule:
1). Game Mechanic Questions - When it is a players turn, they can ask questions regarding game
mechanics. Answers pertain to the Rules as Written (RAW). Other players will not give out advice. Discussions on
game mechanics are subject to the One Minute Rule (see c.).
2). Game Mechanic Corrections - Other players and
the GM can give out game mechanic corrections during the game. Again, they will not give out advice and discussions
will be limited to the One Minute Rule (see c.).
c. One Minute Rule - If it takes longer than 1 minutes to look up
and/or discuss a rule (GM included), the GM fiats it, makes a note of it, and the game moves on. A sandglass timer will be
used in these situations. After the game, we look up the rule and post it online or discuss it during our next game.
2. In-Character - Here are the guidelines for In-Character performances:
a. General Standards - When In-Character, please do not depict excessive violence
or sexuality, limit scenes of drug/alcohol use, and try to refrain from frequent use of strong language. When in doubt, think
of the ESRB rating of "T" or the MPAA rating of "PG-13".
b. Whispering and Sign Language - If you wish
to say something to your party without being heard, you can whisper to anyone adjacent to you. In addition, characters can
use sign language (like the Drow variation) to communicate with each other. However, if there are any NPCs present, they may
get a Perception check to see if they understand the message (whispering) or at least inquire about it’s meaning (sign
language). Whispering is also subject to scrying.
c. Talking During Combat - Talking is a Free Action, but
it can be used to an extreme. Please limit talking in combat to simple instructions. For example, "I need healing!" or "Mage,
blast the Ogre!" would be appropriate. No elaborate battle strategies during combat. In addition, when it is another player's
turn, please do not comment on their decisions (unless there are game mechanic questions or corrections -- see above). For
example, a fighter engaged in battle will not know where the mage centers a fireball. And a cleric may not notice another
character's health. Look at it from the perspective of your character. Than ask yourself if he or she would have the means
to sense any potential danger.
d. Delaying & Initiative – The Players and the GM need to know what they are going to do
on their turn. If they don’t know what they are going to do, they are automatically delayed (see page 288 of the PHB
for more information on Delay). However, they may need to clarify a rule – in which case we have one minute to discuss
it and/or look it up (see One Minute rule above). If they take longer than one minute, their turn is than delayed.
e. An Eye Towards Teamwork - Despite your character's alignment or a "that's what my character would
do" perspective, players and their characters should make an effort towards working together as a group. Please refrain from
Player Versus Player (PVP) combat. Characters can argue and/or do non-lethal damage to one another, but doing lethal damage
or killing player characters during PVP is unnecessary. Teamwork assists with character survival and creates an overall good-natured
game.
f. When a Character Dies - As a GM, I do not believe in vendettas against players and intentionally
killing off characters. I like to see characters progress as we game. However, due to the nature of the game, character deaths
will inadvertently happen. Therefore, please do not get exceedingly attached to them. Nothing kills game atmosphere more than
a morose player mourning the death of his/her character. See Character Death & Retirement below.
3. Dice – Any die rolled off the table doesn’t count and will be re-rolled. Any die that
is even questionably cocked will be re-rolled.
4. GM's Assistants - As a GM, I need some help from time to time. At the table I keep
an Initiative Tracker and Condition Tokens.
a. To My Left - I may enlist whoever is sitting to my left to assist me
with the Initiative Tracker. This involves recording initiative and keeping track of effects in
the game.
b. To My Right - Additionally, I might call on the person to my right
to help me with the Condition Tokens (page 277 of the PHB) to mark PC & NPC minis
on the battlemap. They might also help me move minis around the battlemap.
4. Most Important Rule - Have fun! I believe in playing with friends. If any personal disagreements
or emotions flare up, the best thing to do is take a deep breath (seriously) and let them go. However, if the feelings
remain, please see me after the game or email me. Keep in mind this is only a game and that we are all here to have a good
time.
IV. Character Design Guidelines
1. Core Rules & Beyond - The base of
the game should be played according to the rules in the core books. In addition, there may be certain Appended Rules
[examples below]. Anything beyond the Core rules, while possibly allowed, is an optional add-on to the game. While
it is good to be somewhat inclusive and easy to get along with, the manner in which extra rules and setting elements are used
is the prerogative of the GM.
2. Abilities** – Players will use "Method 2: Customizing
Scores" on page 17 of the PHB to generate Ability Scores. If they want to expedite this process, they can use the sample ability
arrays shown on page 18.
3. Alignment* – Players can choose from three different
alignments: Lawful Good, Good, or Unaligned. There is a "No Evil" alignment rule for character generation. As stated on pg.
19 of the PHB "…playing an evil or chaotic evil character disrupts an adventuring party and, frankly, makes all the
other players angry at you." For more about alignments, please refer to the PHB.
4. Character History
& Background** – Before the campaign starts, we will get together to discuss PC concepts and share ideas.
a.
Personal Character History** - As new characters are introduced during the game,
each player has an opportunity to create a background for his or her character. However,
this is optional. If a personal character history is written, I usually try to
incorporate it into the story arc.
b. Adventure Group History** - A shared history within the party will help eliminate the awkwardness that comes
with party formation. For example, some of the characters could be distant relatives, close friends, belong to the same
order, or may have heard about the exploits of another character. Again, this
is optional, but if utilized I encourage
each player to forge connections to at least two other characters.
5. All the Other Little Details* - This includes choosing a race, class, powers,
skills, feats and personality. In addition to the PHB, some aspects of character design depend on the campaign setting.
a. ** To
further develop these aspects within Matt's FR Campaign, it is suggested, that each player have access to the Forgotten
Realms Player's Guide.
6. Character Death &
Retirement - If a character dies or if you want a different one, you can bring in a new one at the same level
as the rest of the party.
V. Role-playing vs. Roll playing
1. Observation – Many actions use dice to randomly determine the outcomes
of certain actions (roll playing). However, I still want to retain the story as created by the GM and the player's imagination
(role-playing). Therefore, we will balance the two out.
2. Implementing Role-Playing - Role-playing can be
approached in a variety of different manners - usually depending on the player and GM's comfort level. There is the "Performance
Approach," the "Literary Approach," or a combination of the two.
a. The Performance Approach involves you assuming the role of the character or NPC and making choices
as if you were that person. For example, when encountering goblins the player says, "I take out my longbow and prepare for
battle." You may use voices or mannerisms to help simulate this role. It is similar to acting but without the portrayal of
location. Instead, it uses the suggestion of location.
b. The Literary Approach involves you referring to the
character or NPC by name and describing what they are doing in a narrative fashion. In the same example above, the player
would say, "Anduin takes out his longbow and prepares for battle." Usually voices and mannerisms are absent from this approach.
In addition, it is usually more objective than the Performance Approach.
c. Alternatively, you may choose to combine
both approaches. Again, it all falls into your comfort level.
3. Role-Playing a Skill - Instead of just announcing that a character is going to use a certain
skill, we will try to describe that action to the rest of the group. This can be used in the various role-playing approaches
listed above. By taking this approach, it requires a little more creativity from the players, as well as the GM. However,
it also makes each game more memorable.
a. For example, instead of just saying "I use Bluff" a player might say, "I lie to the city guard
and tell him that I was minding my own business when this smelly, drunken half orc decided to pick on me. For no reason, he
threw me on a table, breaking it, and a bar fight ensued (when in fact the character started the fight by calling the half
orc ugly)."
4. GM Group Stat Sheet** - To decrease repetitive inquiries, the GM will maintain a Group
Stat Sheet. The sheet will be broken down into two parts: Defenses and Passive Checks. Passive checks will include Insight
& Perception. Please keep your character sheet up to date and inform the GM if your character has had any permanent or
temporary changes to these scores.
VII. Appended Rules
1. Fumbles* - Whenever you make an attack roll of natural
1, your turn immediately ends, and you grant combat advantage to all attackers until the start of your next turn. If the roll
is part of a close or area attack, resolve all the other attack rolls before ending your turn.
2. Critical Success and Failure* - On a skill
or ability check, a roll of natural 20 is a critical success and a roll of natural 1 is a critical failure. On a critical
success, the check automatically succeeds, and you gain a +5 bonus to checks with that skill until the end of your next turn.
In a skill challenge, add one extra victory to the tally. On a critical failure, the check automatically fails, and you take
a –5 penalty to checks with that skill until the end of your next turn. In a skill challenge, add one extra defeat to
the tally.
3. Tokens* - In addition to the Condition Tokens
mentioned above, we will use two other types of tokens in the game:
a. Skulls - Each time a character fails a Death Save, he or she will
be given a Skull. Three failed saves (and 3 Skulls) means his character has died (see above for Character
Death). Additionally, we will use these for failed Skill Challenges.
b. Coins - Coins will be used for Action Points. One will
be given out to each character after an extended rest and after each Milestone (page 259 & 286 of the PHB). When
a character uses an Action Point, he or she gives the Coin back to the GM.
In closing,...
...I like this RPG Manifesto. They are some nice
guidelines to keep in mind.

* For D&D games only
** For Matt's games only
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