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<blockquote data-quote="Blind Azathoth" data-source="post: 3573430" data-attributes="member: 22041"><p>My players are all mentally disorganized young people with ADHD, and I'm a manic-depressive lunatic, so my games tend to be rather random. There are only a handful of "rules" that just about every one of the games I've ever run has followed, most of them concerning players' characters...</p><p></p><p>- Players range between five and seven in number; my current offline game has seven, with my online campaign at six, though a seventh will likely be joining soon. They are all good friends of mine, and all the players friends with each other--we never play with strangers.</p><p>- Nobody *ever* plays a general arcane spellcaster, like a Wizard, Sorcerer, or even Wu Jen. The closest my friends have ever gotten to such a character is a Warlock in the offline game and a Beguiler in the online one.</p><p>- Only one guy in each group ever plays a healer, and because he's the only one willing to do it and it's such an important role, he always does it, even if he hates it. Back in the days when I got to play, this chump was me, though I generally enjoyed the role.</p><p>- If warforged are an available race, there will be 1d3 warforged characters in every game. If they are not, 1d3+1 players will complain about it. I'm not sure where the extra one comes from...</p><p>- My players insist all dice be rolled in the open. My players also insist on doing pretty stupid things sometimes, so character deaths generally occur at a rate of at least one per month. Reincarnation usually follows, though one player in my offline group—the fellow doing most of those stupid things—simply introduces a new character using a class or a race he's never tried before every time he dies. (I am pretty sure at this point that his goal in playing is just to experience every single race-class combination possible, each for a few weeks, and then kill the character off.)</p><p>- Players are free to play just about anything they want to—class, race, alignment (for the most part), and so on, as long as they agree to get along with each other. However...</p><p>- ...Every single female (roughly one-third of the group's total players) wants to play a depraved, violently psychotic madman.</p><p></p><p>Everything else, from scheduling to role-playing styles, follows little pattern. Sessions vary in length from two hours to nearly ten, and can occur the standard once a week, once a month, or every other day for a fortnight (generally only in the online game, though). Treasure allotment is a tricky business, especially when your players sometimes don't keep track of what they've got and you can't remember what that strange black wand they found was actually supposed to be since you accidentally stuck your notes in the jeans you just washed, or gave to the Goodwill, or set on fire, or something to that effect. Wealth tends to stay within DMG guidelines but we are all so completely scatterbrained that it has fluctuated greatly at times. Magic item availability also varies wildly from campaign to campaign...and indeed month to month, or even week to week, in the same campaign, as my players and I both forget what we had previously established. A player with strong role-playing tendencies one week will, the next session, bemoan the lack of big hairy monsters to hack away at. And so on, and so on...</p></blockquote><p></p>
[QUOTE="Blind Azathoth, post: 3573430, member: 22041"] My players are all mentally disorganized young people with ADHD, and I'm a manic-depressive lunatic, so my games tend to be rather random. There are only a handful of "rules" that just about every one of the games I've ever run has followed, most of them concerning players' characters... - Players range between five and seven in number; my current offline game has seven, with my online campaign at six, though a seventh will likely be joining soon. They are all good friends of mine, and all the players friends with each other--we never play with strangers. - Nobody *ever* plays a general arcane spellcaster, like a Wizard, Sorcerer, or even Wu Jen. The closest my friends have ever gotten to such a character is a Warlock in the offline game and a Beguiler in the online one. - Only one guy in each group ever plays a healer, and because he's the only one willing to do it and it's such an important role, he always does it, even if he hates it. Back in the days when I got to play, this chump was me, though I generally enjoyed the role. - If warforged are an available race, there will be 1d3 warforged characters in every game. If they are not, 1d3+1 players will complain about it. I'm not sure where the extra one comes from... - My players insist all dice be rolled in the open. My players also insist on doing pretty stupid things sometimes, so character deaths generally occur at a rate of at least one per month. Reincarnation usually follows, though one player in my offline group—the fellow doing most of those stupid things—simply introduces a new character using a class or a race he's never tried before every time he dies. (I am pretty sure at this point that his goal in playing is just to experience every single race-class combination possible, each for a few weeks, and then kill the character off.) - Players are free to play just about anything they want to—class, race, alignment (for the most part), and so on, as long as they agree to get along with each other. However... - ...Every single female (roughly one-third of the group's total players) wants to play a depraved, violently psychotic madman. Everything else, from scheduling to role-playing styles, follows little pattern. Sessions vary in length from two hours to nearly ten, and can occur the standard once a week, once a month, or every other day for a fortnight (generally only in the online game, though). Treasure allotment is a tricky business, especially when your players sometimes don't keep track of what they've got and you can't remember what that strange black wand they found was actually supposed to be since you accidentally stuck your notes in the jeans you just washed, or gave to the Goodwill, or set on fire, or something to that effect. Wealth tends to stay within DMG guidelines but we are all so completely scatterbrained that it has fluctuated greatly at times. Magic item availability also varies wildly from campaign to campaign...and indeed month to month, or even week to week, in the same campaign, as my players and I both forget what we had previously established. A player with strong role-playing tendencies one week will, the next session, bemoan the lack of big hairy monsters to hack away at. And so on, and so on... [/QUOTE]
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