Aiden_Keller_
First Post
Greetings,
I am attempting to run a campaign that involves 10 players.
In order to help facilitate this I have a few rules in place...
I am mainly wondering what the biggest party anyone has ever participated in?
[FONT="]D&D Rules:[/FONT]
[FONT="]
[/FONT]
[FONT="]If a player is unable to attend or will be late they will need to alert the DM.[/FONT]
[FONT="]
[/FONT]
[FONT="]Missing players will be played by the DM in accordance with how they have been played. They will receive a fair share of loot. If the party happens to accomplish something that would level a character up…any missing player will not be leveled up until after they return. [/FONT]
[FONT="]
[/FONT]
[FONT="]An initiative roll will take place at the beginning of a session. [/FONT]
[FONT="]It will determine the initiative during that entire session.[/FONT]
[FONT="]
[/FONT]
[FONT="]Any time a discussion needs to take place between the entire party, the initiative roll will be in place. Each player will speak during their “turn” according to the initiative roll.[/FONT]
[FONT="]
[/FONT]
[FONT="]While playing, you directly represent your character. If you say something aloud the DM will take it literally. This could result in natural consequences. For example…if you say aloud “I want to steal that crown…” while in front of the king, he will hear you and put you in the dungeons.[/FONT]
[FONT="]
[/FONT]
[FONT="]During the first two sessions you will have a single retraction per session to help you out of the above situation.[/FONT]
[FONT="]
[/FONT]
[FONT="]If you need to make side conversation have it away from the table. Otherwise the DM will find a way to incorporate that into the current situation…this will not be beneficial.[/FONT]
[FONT="]
[/FONT]
[FONT="]If your character is currently not within hearing distance of another character who is interacting with the DM/story you are unable to discuss or offer suggestions for that character. If you do, your character will possibly be disciplined by having a disadvantage roll whenever the DM feels. [/FONT]
[FONT="]
[/FONT]
[FONT="]Pay attention to the battle as it unfolds, and use this time to plan the actions you will take on your turn. If your turn takes more than 6 seconds to tell the DM your initial action, the DM reserves the right to delay your action until later in the initiative roster. You will be able to take more than 6 seconds to explain/think through your actions.[/FONT]
[FONT="]
[/FONT]
[FONT="]Keep an accurate count of your hit points and abilities. Everyone makes mistakes, but if you are caught cheating you will be disciplined, with penalties ranging from losing your current turn to suffering the last initiative turn for the remainder of the session or not being able to gain the benefits of a long rest during that session or other penalties that are up to the DM. [/FONT]
[FONT="]
[/FONT]
[FONT="]No Metagame thinking is allowed and will be treated as cheating (see above).[/FONT]
[FONT="]
[/FONT]
[FONT="]DM makes final decisions.[/FONT]
I am attempting to run a campaign that involves 10 players.
In order to help facilitate this I have a few rules in place...
I am mainly wondering what the biggest party anyone has ever participated in?
[FONT="]D&D Rules:[/FONT]
[FONT="]
[/FONT]
[FONT="]If a player is unable to attend or will be late they will need to alert the DM.[/FONT]
[FONT="]
[/FONT]
[FONT="]Missing players will be played by the DM in accordance with how they have been played. They will receive a fair share of loot. If the party happens to accomplish something that would level a character up…any missing player will not be leveled up until after they return. [/FONT]
[FONT="]
[/FONT]
[FONT="]An initiative roll will take place at the beginning of a session. [/FONT]
[FONT="]It will determine the initiative during that entire session.[/FONT]
[FONT="]
[/FONT]
[FONT="]Any time a discussion needs to take place between the entire party, the initiative roll will be in place. Each player will speak during their “turn” according to the initiative roll.[/FONT]
[FONT="]
[/FONT]
[FONT="]While playing, you directly represent your character. If you say something aloud the DM will take it literally. This could result in natural consequences. For example…if you say aloud “I want to steal that crown…” while in front of the king, he will hear you and put you in the dungeons.[/FONT]
[FONT="]
[/FONT]
[FONT="]During the first two sessions you will have a single retraction per session to help you out of the above situation.[/FONT]
[FONT="]
[/FONT]
[FONT="]If you need to make side conversation have it away from the table. Otherwise the DM will find a way to incorporate that into the current situation…this will not be beneficial.[/FONT]
[FONT="]
[/FONT]
[FONT="]If your character is currently not within hearing distance of another character who is interacting with the DM/story you are unable to discuss or offer suggestions for that character. If you do, your character will possibly be disciplined by having a disadvantage roll whenever the DM feels. [/FONT]
[FONT="]
[/FONT]
[FONT="]Pay attention to the battle as it unfolds, and use this time to plan the actions you will take on your turn. If your turn takes more than 6 seconds to tell the DM your initial action, the DM reserves the right to delay your action until later in the initiative roster. You will be able to take more than 6 seconds to explain/think through your actions.[/FONT]
[FONT="]
[/FONT]
[FONT="]Keep an accurate count of your hit points and abilities. Everyone makes mistakes, but if you are caught cheating you will be disciplined, with penalties ranging from losing your current turn to suffering the last initiative turn for the remainder of the session or not being able to gain the benefits of a long rest during that session or other penalties that are up to the DM. [/FONT]
[FONT="]
[/FONT]
[FONT="]No Metagame thinking is allowed and will be treated as cheating (see above).[/FONT]
[FONT="]
[/FONT]
[FONT="]DM makes final decisions.[/FONT]