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<blockquote data-quote="Lanefan" data-source="post: 5664825" data-attributes="member: 29398"><p>Some that we use, with a greater or lesser degree of consistency:</p><p></p><p> - when generating a character you can ask what the party needs but are not obliged to fill said needs; if the party has no Cleric, for example, you're still welcome to play a Thief if that's what you have in mind - if the party does some recruiting the DM can fill holes with NPCs</p><p> - no microchips at the table (except calculators)</p><p> - anything goes character-alignment-wise but you have to be prepared to accept the outcome in a sportsmanlike manner e.g. if you try to bring a Paladin into a mostly-evil party and it dies the death within hours, them's the breaks</p><p> - alignments come in shades of gray rather than black-and-white</p><p> - party infighting is allowed, though it's best if it makes in-character sense and players keep their own feelings separate from those of their characters</p><p> - each character has its own mini (usually painted) but as there's been far more characters than minis the minis do get recycled now and then; minis or tokens are also used for monsters, NPCs, etc. when needed</p><p> - player dice are rolled on the table; if it goes off the table, try again</p><p> - DM dice are rolled in secret though in cases where it's a known life-or-death situation the DM might roll it on the table</p><p> - where a character is acting independently of the party e.g. a Ranger scouting out of sight ahead this will be done by note until the rest of the party have a reason to notice anything</p><p> - if a possession, item, etc. is not listed on your character sheet you do not have it, regardless how illogical this might be in game (yes, if you forget to list rations you're going hungry) - this to prevent any recurrence of some record-keeping arguments from the past</p><p> - if you miss a session your character(s) will be run by those who do show up; if you give instructions to the DM ahead of time they will be reasonably followed, if you don't your character does whatever the players present decide (the DM can veto something blatantly out of character)</p><p> - character sheets always stay with the DM, that way if you can't make the next session the party can still be played</p><p> - almost without exception experience points are a character reward rather than a player reward; you don't get extra experience for bringing more food to the game or writing up a great long character back-story. The rare exception is sometimes exceptional role-playing will get a few xp.</p><p> - players are allowed to throw curveballs at the DM's plot; the DM is allowed to throw curveballs at the players' plans</p><p></p><p>There's probably more, but that'll do for a start. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"hitting the curveball since 1984"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5664825, member: 29398"] Some that we use, with a greater or lesser degree of consistency: - when generating a character you can ask what the party needs but are not obliged to fill said needs; if the party has no Cleric, for example, you're still welcome to play a Thief if that's what you have in mind - if the party does some recruiting the DM can fill holes with NPCs - no microchips at the table (except calculators) - anything goes character-alignment-wise but you have to be prepared to accept the outcome in a sportsmanlike manner e.g. if you try to bring a Paladin into a mostly-evil party and it dies the death within hours, them's the breaks - alignments come in shades of gray rather than black-and-white - party infighting is allowed, though it's best if it makes in-character sense and players keep their own feelings separate from those of their characters - each character has its own mini (usually painted) but as there's been far more characters than minis the minis do get recycled now and then; minis or tokens are also used for monsters, NPCs, etc. when needed - player dice are rolled on the table; if it goes off the table, try again - DM dice are rolled in secret though in cases where it's a known life-or-death situation the DM might roll it on the table - where a character is acting independently of the party e.g. a Ranger scouting out of sight ahead this will be done by note until the rest of the party have a reason to notice anything - if a possession, item, etc. is not listed on your character sheet you do not have it, regardless how illogical this might be in game (yes, if you forget to list rations you're going hungry) - this to prevent any recurrence of some record-keeping arguments from the past - if you miss a session your character(s) will be run by those who do show up; if you give instructions to the DM ahead of time they will be reasonably followed, if you don't your character does whatever the players present decide (the DM can veto something blatantly out of character) - character sheets always stay with the DM, that way if you can't make the next session the party can still be played - almost without exception experience points are a character reward rather than a player reward; you don't get extra experience for bringing more food to the game or writing up a great long character back-story. The rare exception is sometimes exceptional role-playing will get a few xp. - players are allowed to throw curveballs at the DM's plot; the DM is allowed to throw curveballs at the players' plans There's probably more, but that'll do for a start. :) Lan-"hitting the curveball since 1984"-efan [/QUOTE]
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