I've been running an evolving world since 1981. Here are some of the most/least useful house rules I've adapted, and several I've never used but thought they were interesting, and have as standby for one shot games or alternate campaigns.
The current house rules clocks in around 50 pages or so, this is a vast cutback from the 100 pages it ballooned into. I divided the document between the nuts & bolts house rules "crunch" and the World-guide flavor text "fluff", essentially the differences between what the PLAYER needs to know to build/run a PC, and what the CHARACTER would know living in the world. One would only have to be read once/during character creation, the other would (ideally) be referenced every game. I also cut down on a lot of "house rules" meant to deal with one or two players. Pages of DM warnings against playing evil characters or monsters, etc. I finally realized that the good players didn't need the warnings, and the problem players never read them in the first place. So I cut that down to a separate document called "Bad Ideas" for how to successfully run an evil character.
Cover page: Every document should have an attractive cover page.
Inside cover page is the contacts page. The phone number and email and website for me and all the past and present players. This is a huge help in getting players to coordinate rides, food, and plans and treasure division away from the table, so it doesn't have to take up a lot of time at the table. My contact list also includes numbers of the local game stores so players can pick up dice, and the numbers for local food delivery.
Inside cover includes directions to The Briarpatch, a description of facilities & Services. We don't post bail, but we do provide 24 hr roadside rescue & Sober rides home.
Finally, there's the credits where I list everyone I can think of that I stole an idea or house rule from.
Then the table of contents.
Originally I also had a list of all the document sources I was using for the game, but as TSR/WOTC/HASBRO kept grinding them out, it was too long and I moved them to the Index, with a list of all the abbreviations I used.
Then, secton 1: Style. This is what players really want to know: what KIND of game are you running? One page covers pretty much everything they can expect.
I start with the PRIME DIRECTIVES, both for The Briarpatch, and for the game:
Briarpatch PD:
1) Do NOT involve the police.
2) Do NOT cost me my security deposit.
3) Do NOT let my cat out.
Game PD:
1) DM is the boss. If you don't trust your DM, DON'T PLAY WITH HIM.
2) Have fun. As Prince once said to me: "If You Didn't Come To Party, Don't Bother Knockin' On my Door." Nothing can kill the game faster than one player who is clearly not in the mood to be there.
3) ROLEPLAY. Speak in-character, bonus points for coming in costume or bringing weapons or props. I try to put as much LARP into my tabletop game as I can manage.
My game is rated R for strong language, graphic violence, and adult situations. It's important to let your players know what your game is rated, how much violence, sex, drugs, and rock n roll is standard.
I am a Killer DM. Your PC will die horribly, probably right after you've gotten really attached to him. Only playing intelligently and bringing your A-Game will keep him alive.
The current house rules clocks in around 50 pages or so, this is a vast cutback from the 100 pages it ballooned into. I divided the document between the nuts & bolts house rules "crunch" and the World-guide flavor text "fluff", essentially the differences between what the PLAYER needs to know to build/run a PC, and what the CHARACTER would know living in the world. One would only have to be read once/during character creation, the other would (ideally) be referenced every game. I also cut down on a lot of "house rules" meant to deal with one or two players. Pages of DM warnings against playing evil characters or monsters, etc. I finally realized that the good players didn't need the warnings, and the problem players never read them in the first place. So I cut that down to a separate document called "Bad Ideas" for how to successfully run an evil character.
Cover page: Every document should have an attractive cover page.
Inside cover page is the contacts page. The phone number and email and website for me and all the past and present players. This is a huge help in getting players to coordinate rides, food, and plans and treasure division away from the table, so it doesn't have to take up a lot of time at the table. My contact list also includes numbers of the local game stores so players can pick up dice, and the numbers for local food delivery.
Inside cover includes directions to The Briarpatch, a description of facilities & Services. We don't post bail, but we do provide 24 hr roadside rescue & Sober rides home.
Finally, there's the credits where I list everyone I can think of that I stole an idea or house rule from.
Then the table of contents.
Originally I also had a list of all the document sources I was using for the game, but as TSR/WOTC/HASBRO kept grinding them out, it was too long and I moved them to the Index, with a list of all the abbreviations I used.
Then, secton 1: Style. This is what players really want to know: what KIND of game are you running? One page covers pretty much everything they can expect.
I start with the PRIME DIRECTIVES, both for The Briarpatch, and for the game:
Briarpatch PD:
1) Do NOT involve the police.
2) Do NOT cost me my security deposit.
3) Do NOT let my cat out.
Game PD:
1) DM is the boss. If you don't trust your DM, DON'T PLAY WITH HIM.
2) Have fun. As Prince once said to me: "If You Didn't Come To Party, Don't Bother Knockin' On my Door." Nothing can kill the game faster than one player who is clearly not in the mood to be there.
3) ROLEPLAY. Speak in-character, bonus points for coming in costume or bringing weapons or props. I try to put as much LARP into my tabletop game as I can manage.
My game is rated R for strong language, graphic violence, and adult situations. It's important to let your players know what your game is rated, how much violence, sex, drugs, and rock n roll is standard.
I am a Killer DM. Your PC will die horribly, probably right after you've gotten really attached to him. Only playing intelligently and bringing your A-Game will keep him alive.