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At my table, we...

Reading this a few times in this thread makes me *so* glad I run 1e and don't really have to worry about the splatbook headache. :)

Lanefan

I run Pathfinder the way you run 1e--if it's not in the core book we're going to talk about it beforehand... and make stuff up.
I always prefer running a splatbook-light campaign so would rather sit down and talk with all the players first.

7) Your character has lots of social skills. But you can't roll the dice until you've made some effort to role play sufficient for me to understand what your character does and what approach he is taking. Likewise, your character has lots of investigative skills, but you can't roll the dice until you explain what your character is doing and where.

This is one of my top rules! If you want to play a video game, go find a GM that will let you say "intimidate," roll a d20, and win the game. That's not how I want to play a game with real people.

My rules.... These are almost more personal guidelines as a GM (and often player) than table rules, but there's overlap:

- Come to the table prepared!

- Only two reasons for phone use at table: wife/kid emergency, work emergency (if you ignore either you could impair your ability to play the game long term)

- No laptops unless you're the GM (I don't care that there are great software options for character sheets--we've all set aside the time for this game, we all respect each other enough to engage and not be glued to an LCD)

- Absolutely no movies or TV and only music that the GM approves as appropriate for the adventure

- Don't be a jerk

- Shut up when others are talking

- Speak clearly and concisely so others will listen to you

- If you bring food or drinks, you clean it up so the host doesn't have to

- Dice are rolled on the table or in a pre-designated area, but the GM has the right to declare a player can re-roll for any reason that's not obtuse (i.e. "she's hot--she can reroll")


Basically most of my rules come down to this thought: I work 50-65 hours a week and set aside time to role play, so do my friends/comrades/acquaintances... we should all respect each other enough to play the game and enjoy it, not getting distracted by the outside world or minutia in the game that, frankly, doesn't matter.
 

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Mine are pretty standard it looks like

- if its not on your sheet, you don't have it (this really comes in handy when treasure get dispursed to avoid "hey, who grabbed the frostbrand?" type scenarios)

- no evil characters (unless the DM has something special in mind)
- your character must be able to work in the group, and should have a reason to stay in the group
- dead characters are replaced with a character one level lower, and any magical gear is randomly rolled
- you get at least average hit points when you level up
- attacking another party member or stealing gear from another character is grounds for expulsion from the play group (not just the party, you might not be invited back to play)
- dice rolls do not count if rolled before they are asked for by the DM, and must be made in the open where at least one other player can verify the roll.
 

The game goes on as long as we have a quorum (typically 3 players + dm).

Brutal maimings happen (in other words, we use a "colorful critical hit" system, leading to missing limbs, hacked off noses and tangling your feet in your intestines).

High lethality is expected.

The group largely drinks a lot and smokes a lot of ganja during play. You don't have to do it, but if it makes you uncomfortable, you prolly ought to find a group that is better suited to your preferences.

Corollary to the above: If you make a horrible mistake and get your character killed because you're drunk and/or stoned, too bad. That's on you. If you can't hold your liquor, don't drink in game.
 

I send out an html file with the following house rules:

House Rules

General
1. I run adventure paths You must be willing to follow the campaign premise and plot
2. You are playing an adventurer You must be willing, even eager, to go into situations no sane, average citizen would get into
3. I will provide guidelines on what kind of characters would be best suited and will provide a generic plot/outline of what to expect, all of which you may ignore

Character Creation and Maintenance
4. The following books / guides are available for use (see links below):
a. Pathfinder RPG Core Ruleset
b. Pathfinder RPG Advanced Players Guide (I don't care for the Alchemist or Summoner)
c. Pathfinder RPG Players Guide for the AP
d. Making Craft Work by Spes Magna Games
5. Pathfinder RPG 20 point buy (1 Ability score GE 8, all others GE 10, *after* racial adjustments)
6. Two Character Traits - One Campaign and one Basic
7. Maximum hitpoints every level
8. Maximum gold for class at 1st level

Rule changes
9. Create item change: Caster Level (CL): If Caster Level is listed as a requirement, it may NOT be removed at a 5 spellcraft penalty
10. Hero Points will be used Feats / Antihero not allowed

Useful links
Pathfinder PRD (contains Core & APG)
Pathfinder Core
Pathfinder APG
AP Player's Guides:
Kingmaker Player Guide
Serpent's Skull Player Guide

-- david
Papa.DRB
 

0. Core rule books only.
1. Two minute time limit looking up rules. A judgment will then be made and it stands for rest of night. Major errors will be corrected.
2. Sometimes the monsters will break the rules.
3. Once a Standard Operating Procedure is established; the players will follow it, even if means stepping on the landmine.
4. The treasure keeper’s pc does not necessary carry the loot.
5. Death comes easy so do raising.
6. Food is NOT communal. Had too many moochers or special diets. But the loose popcorn, the hot air popper, butter, tea, and koolaid are open to all.
7. Clean up after yourself.
8. Minis can be use. Escpecially with Squeaky (player could not firgure their way out the front door if we just drew a floor map of their own house),
9. When the wife says time for bed the game is over.
 


After reading all of these posts, it doesn't seem to me like there is much gaming available out there for jerks. ;)

On the contrary. I don't think that I've ever played with anyone at the table who hasn't been a jerk at some point, including myself.

So what. All of humanity is prone to jerkiness. The worst sort is the kind that thinks humanity is divided in to the jerks and the non-jerks and the jerks really need to get what is coming to them (or even worse, that the non-jerks need to get what is coming to them).

I hold with the Bard on this, "God’s bodykins, man, much better. Use every man after his desert, and who should ’scape whipping? Use them after your own honor and dignity. The less they deserve, the more merit is in your bounty."
 

On the contrary. I don't think that I've ever played with anyone at the table who hasn't been a jerk at some point, including myself.
So, temporary jerks are okay?

However...

wil_wheaton_dont_be_a_dick.png
 

Reading this a few times in this thread makes me *so* glad I run 1e and don't really have to worry about the splatbook headache.
During AD&D1, "splatbooks" were called "Dragon magazine."

And/or:

"Unearthed Arcana"

"My previous DM's house rule"

"My interpretation of the rules."

"House rules we didn't know were not core."

Generally, those were dealt with the same way splatbooks are dealt with today.

Bullgrit
 

Wonderful topic for a discussion. Here's my own table rules, directly from my table rules document circulated to my players. Sorry, it's a bit long.

TABLE RULES
The purpose of this document is to familiarize you with my play style and my style as a GM. Feel free to discuss these policies at the table with everyone else or to ask questions.

1: Don’t be a jerk.
You know when you or someone else is doing it. So does everyone else. Let’s agree that we’re all going to observe the basic standards of conduct expected of adults in our society.

2: When in doubt, see rule #1.
Most of everything else here can be summed up with rule #1. The rest is basically clarification. Starting at #1 will answer most questions or resolve most conflicts.

3: Communicate.
Respond to emails, even if it’s just to say “yes” or “no.” If you’re not enjoying the game, say so. If you don’t understand a rule or situation, ask about it. If you don’t remember something, say so. Don’t harbor grudges about the game, it’s supposed to be fun—we’re all here to enable fun.

4: Respect people at the game and venue.
This applies to both players and whoever else is at the place we’re playing at. Don’t touch other people’s dice, books, phones, food, or other property without asking them first. Watch your language if there are children present or people are sensitive about it. Observe the basic tenets of good taste, at least when interacting with people who aren’t playing the game. If we’re playing at someone’s house, be a good guest. If we’re playing at a store, buy something—even if it’s just a drink or a candy bar.

5: Respect the game and people’s time.
Keep in mind that we’re here to play the game. Whatever we can do to play more is a good thing. “Punctuality is the foundation of all ethics,” so please make every effort to be on time. Call the GM or the host if you’ll be delayed for more than ten minutes or so. Be prepared for the game. Have your character leveled, if need be, and familiarize yourself with your character’s abilities before the game starts. Know what your character is going to do before your turn comes up. If you’re able to make it to this week’s game, inform the group by email to the entire group once the proposed schedule goes up. I’ve dealt with too many “x-factor” players over the years to rely on word-of-mouth scheduling. If we don’t hear from you, we’re not counting on you being there.

6: Make some arrangements for absent characters.
Dealing with absent characters is a bit annoying. If you anticipate that you’ll be absent for a session, arrange for another player to get your character sheet and play the character for you. There’s a basic expectation that the character will be played in their best interests and we’ll avoid blatantly asinine situations for the character. If you are unwilling or unable to make arrangements for your absent character, they are entirely at the mercy of the GM.

7: Your character is a team player.
While any character concept is fine in and of itself, there is a basic expectation that everyone will make a character that is reasonably socialized and capable of getting along with others. Don’t play a “loner” character that constantly wants to do their own thing, it’s incumbent upon you to find reasons to make your character work with the party. Conversely, don’t try to declare yourself the party leader and browbeat the other players into doing what you want—especially if your justification is your character’s Charisma score or alignment.

8: Keep it simple.
When trying to explain something that your character wants to try, keep it as simple as possible. If it takes you more than a sentence or two to justify what you want to try, the answer is probably no.

9: The GM is impartial to the players.
As the GM, I won’t take sides in personal arguments. Bluntly put, it’s not my problem if someone owes you money or is dating your ex and I won’t deal with it at the game. I won’t harass other people for you, so don’t ask. If your business outside the game with another player is a problem for you, excuse yourself from the game until you get it worked out.

10: The GM is impartial to the characters.
As the GM, I play things straight. I will not fudge rolls for or against the characters. I will not use only “balanced” encounters, because you’re not necessarily supposed to fight every creature that you meet. I will not adjust encounters on the fly to account for poor tactics, planning, or luck on the part of the characters (remember, smart people don’t rely on luck, they stack the odds in their favor). I will not confirm speculation. I will not necessarily assume the most favorable outcome for the characters in a given situation. In short, I do not see the GM’s role as an “enabler of fun.” I see the GM’s role as being an arbiter or referee between the characters and the world around them.

11: Actions have consequences.
Generally, I’ll allow you to try anything you like, but I won’t guarantee success, or even necessarily make the odds in your favor (see rule #10). I will interpret your actions and decide the consequences logically based on the situation. For example, you’re free to make a lawful good crusader-type in a party of mostly neutral scoundrels, or a secretly evil assassin in a party of good-aligned crusaders—but don’t expect me to give you any special treatment to “protect” your character. The other characters may well boot your character from their group or even kill you. If you mouth off to an officer of the city watch, he may well have you pilloried. If you try to hammer a silver coin into a werewolf’s hide, you may well smash your fingers with your own warhammer.

12: Use motivations and descriptions, not justifications and game terms.
When your character’s actions are questioned, tell me why your character thinks that it’s a smart idea. When your character does something, tell me what the character does, not what the player rolls. If you want to track some orc raiders, tell me that your character is scrutinizing the ground and looking for broken plants and footprints, not “I roll Survival to track.” If your character wants to kill an orc, tell me what is going through your character’s mind at the time, not “cuz’ they’re evil-aligned and we’re good-aligned.” (Because if it’s an unarmed orc prisoner, you won’t “be good-aligned” if you kill it in cold blood.) In short… I want you to interact with the game through its fictional narrative as well as its mechanical aspects. I don’t want to ignore narrative or mechanics, but players tend to ignore narrative before they ignore mechanics.
 

Into the Woods

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