Table Rules

  1. Have fun. That’s why we’re all here in the first place. If you’re not having fun let us know why and we’ll see what we can do to change that.
  2. If you can’t make it to a session, for any reason, let the DM know. Real life can be a bitch, but she’s a bitch you need to keep happy. Remember that it’s just a game. Even if you miss a world-shattering event in the game, you still didn’t miss a thing that will affect your actual life in any way.
  3. If you cannot arrive within 15 minutes of the agreed-upon start time, call or message the DM so we know around about what time you’ll get here. The DM may or may not wait for you to start the game, depending on the situation and circumstances.
  4. Bring your own food and drink. Feel free to share, but you are not obligated to do so.
  5. If you make a mess, please clean it up before you leave. Just because you are playing at someone else’s house doesn’t mean that you don’t have to clean up after yourself.
  6. The DM is not always right. If you notice something that you think is wrong, it probably is! Please bring it to my attention.
  7. The DM is always right! If the DM does make a ruling, it is final, and ends all discussion until after the game session.
  8. No evil characters. The aim of the game is to perform heroic deeds and save the world from evil, not to see how many of your fellow adventurers you can stab in the back before they get you first. One evil act does not turn a good character into an evil one, just as one good act does not make an evil character good. However, if the DM determines that your character’s actions are frequently in line with an evil alignment get ready to roll up a new character because your PC is now an NPC. If this does occur the player’s new character begins at the same level they would have if their PC had died.
  9. Character deaths will happen from time to time. Being an adventurer is a dangerous profession and sometimes shit will happen. Replacement PC’s for dead characters will be one level below the average party level. They will have XP equal to the halfway point of that level. If a new player joins the group their character will start at the same level as the lowest level party member. The same applies should you wish to change characters. Constantly changing PC’s is actively discouraged.
  10. Everyone must make their to-hit, damage, skill check, saves, etc., roll when the DM asks. If you roll before you are asked you will be asked to re roll.
  11. All rolls must be seen by the DM. If you roll and the DM didn’t see it you will be asked to re-roll. After you roll, do not pick up the die. Otherwise you will be asked to re-roll. Cheaters will only receive one warning before they are asked to leave.
  12. Should a die roll off of the table or not land completely flat it must be re-rolled. The DM decides when a die is not completely flat.
  13. Decide what your character is doing before your turn comes up in the initiative order. If you will be using a specific rule, spell, special ability, etc., in your turn, look it up beforehand and have it ready to show the DM if necessary. If you can’t decide what to do or you can’t find the rule, spell, special ability, etc., that you are looking for within a reasonable amount of time then you are considered to be delaying your action until the next person in the initiative order has had their turn. This helps to speed up combat and reduces boredom for everyone.
  14. If you forget to add a bonus to your to-hit roll, save, AC, etc., or to use a special ability, activate an item or whatever and don’t realise until after your turn is over, too bad the action stands as it is. Get it ready for next round.
  15. Please do not look at the MM during the game. If there is something in there that you need to look up during the game ask the DM about it and then remember to photocopy it for your reference next session.
  16. Please keep the character sheet on the wiki up to date so that the DM can make your secret Spot, Hide, etc., skill checks and also so someone can still play your character if you happen to miss a session.
  17. If you’re not going to be able to make it to the next game session leave instructions on what you want to do with your character. You have a few options:
    – Another player of your choice runs your character
    – The DM runs your character
    – Your character is elsewhere dealing with his/her own personal issues (depending on the circumstances this option may not be available)
    For the game sessions that you miss your character receives 2/3 experience if s/he is with the rest of the party and 1/3 experience if s/he is off elsewhere dealing with his/her personal issues. The PC of the player who ran your character for you will receive a bonus 10% experience for those sessions. If you choose to have another player or the DM run your character for you and your character dies, too bad. If you miss a session and you haven’t let us know what you want to happen with your character the group will decide for you.
  18. No rules-laywering. If there is a rule dispute and the relevant rule cannot be found within a reasonable amount of time, the DM will make a ruling and all further discussion on the matter will be left until the end of the game session. In all but the most extenuating circumstances the decision made at the time will stand, even if the relevant rule is found at a later date (Yes, people do make mistakes, the DM included).
  19. Try not to play other people’s characters. Let people decide for themselves what they want their character to do, what skills, feats, spells, etc., they want to take. It may not be what you would have done in the situation and it may not be the optimal choice, but it is not your choice to make. Only give advice if it is asked for.
  20. During combat, you may only offer advice to another character when it is your turn, in the form of short, quick instructions no more than 6 seconds long. Alternatively, in your turn you may ask 1 other player for quick advice on what action you should take. New players who need help with their character are an exception to this rule.
  21. When speaking in character, at least try to describe things in terms your character would understand (i.e. talk about injuries and fatigue rather than hit points and spell slots, unless it’s obvious you’re not speaking in character).
  22. Minimize meta-gaming. Don’t spend 10 minutes trying to find the perfect spot for your area-effect spells or trying to plan out “just the right path” of squares for your movement. Adhere to the rule of “What would my character do?”
  23. Keep player knowledge separate from character knowledge. For example, you as a player may know that certain monsters are immune or vulnerable to particular things (such as trolls being vulnerable to fire), but does your character know? If the answer is no then your PC should act accordingly.
  24. Play a character that will fit in with the group. A wild barbarian that doesn’t talk to anyone outside his tribe may be fun for you to play but why would your average group of adventurers want to associate with your character? It’s not much fun for everyone else to sit around while your character is constantly off doing something off by himself. By the same reasoning play a character that actually wants to adventure. A cowardly barman who’s afraid of his own shadow wouldn’t really fit in with your average group of adventurers. Pick something else instead. Your character may be important to you but remember that this is a group activity, not an audience to show off how great your character is. If you want to do that go and write a novel instead! :-D
  25. I prefer to run a more realistic world in the sense that you may not always run into situations and creatures that you can automatically defeat. Just because your character is 4th level doesn’t necessarily mean that he won’t encounter anything that is beyond his abilities to defeat. Sometimes it may be better, or even necessary to run from a fight, try and parley with a person or monster or something besides fighting. Meta gaming that “the DM wouldn’t put us up against something we can’t defeat” may lead to the death of your character.
  26. I also like to run a world where the characters are responsible for their actions. I won’t let PC’s get away with saying and doing things just because they are PC’s. I may advise you against certain things or remind you of the possible consequences of your actions but ultimately it’s your character. You can do whatever you want with them, but just remember that all actions have consequences.
  27. As the DM, I’m not out to try and “get” your character. I really want your character to succeed and kick some ass. However, many of the NPC’s that I play do not share the same opinion. Many of them do hate your character and will do everything that they can to see your lifeless body floating in the harbour. Try to keep in mind the difference between the two things.

Table Rules

Shackled to the Age of Worms Olaf_the_Stout